Some lessons learned so far:
1. Corpse checking. This is important. See attached screenshots.
2. If you are the only client, then not having the npcs put you on their hunger list is also important.
3. See 1.
4. Social hierarchies form naturally through a simple 'is he stronger than me' check, which for those of equal level create small packs
Some things I've noted that need corrected:
1. NPC movement needs help
2. Bouncing NPCs need to remember the world needs gravity. Its their for a reason, use it.
3. The agro list needs a bounds check. I've seen it > 12000 (this morning, actually). Likely the design I have going, but still should be a check for people who mess it up (like mua). :)
4. NPCs do not need to be on their target's coordinates (so far as the client is concerned), just 'near' them.
5. NPCs have a tendency to group at certain 'hotspots' in the zone. I can think of a handful of reasons why, and mostly my fault too.
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