Plan for Vince Gee
by Vince Gee · 05/14/2005 (11:56 pm) · 5 comments
I'm not sure if anyone is following this anymore, but I do have the server back online with some changes.
First,
Inventory Screen "I"
-Added the Equipped Item Window
-Gave the user to switch the equiped items out( You can now just swap an item with the equiped item by just selecting it and clicking "USE")
-Gave the user the ability to un-equip an item
-Gave the user the ability to destroy an object in the inventory
-Gave the game designer the ability to define the slots which are available to the player
--You can now define your slot types and then create a mapping between the slot type and the generic player inventory model.
--All players inherit the generic player inventory model and are able to use it
---This sure sounds damn confusing...
----Example
You define 2 types of slots, the first slot is called "General Inventory", the second slot is called "Primary Weapon", you could define more slots like "Chest","Right Arm" etc.
Then you create the generic inventory
So you say
slot 1 is of type Primary Weapon
Slot 2 is of type Chest
Slot 3 is of type Right Arm
Slot 4 is of type General Inventory
Slot 5 is of type General Inventory
Slot 6 is of type general inventory
etc...
The system then manages all fo the swaping of items etc with the item allowed slot mappings and magically the items can be moved slot to slot.
-Added the code to the script to give an example of a way to improve skills by usage.
--Now, whenever you use an item it makes a random check to see if you have improved with the item.
---Health related items need to heal you for you to improve.
---Weapon related items need to hit a target :)
-Added new damage code examples
--The new code model also throws in a chance to critical with the weapon adjusting the amount of damage done randomly.
-Cleaned up some varibles I don't use anymore
-Put in more inline documentation in both the torque script and C++
-And finally, I've started planning a load test. I'm currently trying to find about 20-40 players to log on at the same time and play to determine if the datamodels can handle the initial load tests.
Well, thats it folks, your more than welcome to download the client and register at www.geeconsulting.net
Vince
First,
Inventory Screen "I"
-Added the Equipped Item Window
-Gave the user to switch the equiped items out( You can now just swap an item with the equiped item by just selecting it and clicking "USE")
-Gave the user the ability to un-equip an item
-Gave the user the ability to destroy an object in the inventory
-Gave the game designer the ability to define the slots which are available to the player
--You can now define your slot types and then create a mapping between the slot type and the generic player inventory model.
--All players inherit the generic player inventory model and are able to use it
---This sure sounds damn confusing...
----Example
You define 2 types of slots, the first slot is called "General Inventory", the second slot is called "Primary Weapon", you could define more slots like "Chest","Right Arm" etc.
Then you create the generic inventory
So you say
slot 1 is of type Primary Weapon
Slot 2 is of type Chest
Slot 3 is of type Right Arm
Slot 4 is of type General Inventory
Slot 5 is of type General Inventory
Slot 6 is of type general inventory
etc...
The system then manages all fo the swaping of items etc with the item allowed slot mappings and magically the items can be moved slot to slot.
-Added the code to the script to give an example of a way to improve skills by usage.
--Now, whenever you use an item it makes a random check to see if you have improved with the item.
---Health related items need to heal you for you to improve.
---Weapon related items need to hit a target :)
-Added new damage code examples
--The new code model also throws in a chance to critical with the weapon adjusting the amount of damage done randomly.
-Cleaned up some varibles I don't use anymore
-Put in more inline documentation in both the torque script and C++
-And finally, I've started planning a load test. I'm currently trying to find about 20-40 players to log on at the same time and play to determine if the datamodels can handle the initial load tests.
Well, thats it folks, your more than welcome to download the client and register at www.geeconsulting.net
Vince
About the author
www.winterleafentertainment.com
#2
05/15/2005 (8:36 am)
Thanks Don, :)
#3
just curious though...is the entire 'world' all a single map, or is it different maps? Also, are you having this run on a single computer? I'd really like to see the results of your test =D
05/15/2005 (12:19 pm)
looking forward to trying this baby out =Djust curious though...is the entire 'world' all a single map, or is it different maps? Also, are you having this run on a single computer? I'd really like to see the results of your test =D
#4
I'm still grinding through this, and if anyone wants to pitch in theirs still a ton of work that needs to be done to polish this thing off. Right now I'm finishing up the AI pieces since AI's have inventory etc. I'm thinking that I will add a function that allows a programmer to "Transfer inventories" to other players, for example you kill me, you get everything in my inventory that you have room for, etc. Mainly this would apply for AI's, basically a loot table.
Vince
05/15/2005 (2:50 pm)
The design is that you can use a single database to host multi worlds, the people will "Zone" and basically what happens is the program saves their inventory and logs them out of one server "Zone" and then loads the inventory and loads them into the new "Zone".I'm still grinding through this, and if anyone wants to pitch in theirs still a ton of work that needs to be done to polish this thing off. Right now I'm finishing up the AI pieces since AI's have inventory etc. I'm thinking that I will add a function that allows a programmer to "Transfer inventories" to other players, for example you kill me, you get everything in my inventory that you have room for, etc. Mainly this would apply for AI's, basically a loot table.
Vince
#5
05/17/2005 (7:07 pm)
I personally have tried this and can vouch for it being a super project. I jumped on, fought and snuck my way through his AI "Kork"s, and got the tommy gun, only to find I didnt have the skills to use it yet! So been hunting down those mean "Kork"s, who might I add, are vicious. Good show Vince. Would like to know if you have any messenger program? Server went down but I still had questions, wanted to talk to you outside server :p 
Torque Owner Don Hogan