Week update 11-12-22



Hello folks!

From now on, a new articles will be published every week.
The articles will mention a number of items, including, ideas, upcoming features, bugs, or simply feature that are already in the game
so player can discover them.

Spawning an NPC and Getting it in the House.

 

This is a very basic implementation right now.

  • To add an NPC, simply add a bed and the NPC will appear magically.
  • To get rid of the NPC, simply remove the bed.

That's all there is to it! That is the fundamental loop.

This loop will undoubtedly be expanded. For example, a bed should not be placed anywhere by the player.
 Once a bed is placed, an algorithm (90% complete) should check all of your house's blocks surrounding the bed to determine what type of house you built, which will determine which NPC will move into the new house.

Also, at least in adventure mode, the NPC should take a  moment before moving in...

The server will keep track of when the bed spawned and will notify you once the NPC has moved in. In a few hours, days? I'm not sure yet...




Skin Bug Fixed.

BUG: 

The white color on the NPC is due to me forgetting to run a method that handles the colors on different body parts. (That Method is currently being used on the main character on the right.)
He is not supposed to be holding a knife.

REWARDS to Implement

NPC will generate points, or virtual currency which will help unlock more things within the game and the virtual currency could be turned 
into something else, but we will leave it there, for now...

It's unclear whether the game is a 2Dsandox in which you gather materials to build villages and evolve through quests, or a more straightforward game maker in which you can access all blocks right from the beginning, build maps, exchange and sell these map to other
player etc...
However, in terms of game architecture, it makes no difference. Simply put, switching from one idea to another is possible by adjusting a few parameters.

In the game there is a variable called "autocraft," and it is just a boolean.

When "autocraft" is turned off, you're in Quest mode, and you must first gather the necessary materials before you can craft that block.
When "autocraft" is enabled, you are in Creative mode, and you can immediately begin using the block you require.
So from the development stand point it is not difficult to switch from one game mode to the others.

You will be rewarded based on your activity in the game.
The PlayFab server to which the game is linked keeps track of every tile you add or remove. That would be the most cost-effective way to earn $WU the game currency, (convertible to crypto for those who are into WEB3).
Here and example of a board (not available to public yet) that shows what blocks a user is using:

The problem with that is that it can easily be cheated. A player could earn $WU by randomly placing blocks in the world with no intention of creating a valuable map...

During the last testing phase, a player suggested that chickens be added to create a farm.
As a result, a brilliant idea was born. The chicken would lay eggs, which would earn the player $WU. However, in order to have chicken, you must construct the appropriate house or farm... using some specified game block.

In the game, there is an algorithm that can validate the structure you built by analyzing the blocks you used in it. For example, in order for your chicken coop to be validated, you must place a certain number of straw blocks, a nesting box, and so on. (That verification process is not implemented yet)

Okay, you get it. You build more farms, buy more chickens to produce more eggs, and earn more $WU.
This game loop could then be used in a variety of ways without changing the game architecture.

This applied to human NPC, Each one of them will go about their daily business and generate $WU as well...

Of course, the various timers that keep track of each NPC would run on the server, so even if you are not playing or logged in, the NPCs are still at work.

NPC could be  updated.

An NPC's equipment may need to be updated from time to time, or an extra item (Block) may be required for its  home so it can better perform.

Sneak peek at some Custom developer tool


This is the lookup tool. It shows every appearance a Biped can have in the game. These biped appearances are appropriate for anyone:
It can be applied for the main character, any NPC, enemies, or anything else...(any thing that is a Biped)

Other parameters such as "idle," "walking," and "attacking" store the number of animations to be used for each of these actions. The reason for this is that it believes that a character's appearance should be linked to the way it moves. For example, a skeleton may not move the same way a zombie move etc...

[11/17]

Example:

A skeleton, a zombie, and a human. Will they employ the same walking animation? Perhaps not. In that case, the tool allows you to design the character's appearance while also defining how it moves.
Character behavior is something else, and it is defined in a different tool.

[11/18]

That is the default design that you start with when you begin your journey. Later on, the default character could be generated  randomly and be truly unique for each player.

[11/18]

That is the player's first piece of armor. The procedure for obtaining this armor has not yet been defined. Can you make it by yourself? Should you construct a structure to invite a specific NPC (in this case, a blacksmith), he will begin working to deliver your new armor.

[11/18]

 


Another piece of appearance data that can be viewed in the "appearance window" tool. Even though that skin  is currently be used for an adversary,  you could theoretically play as a goblin if you so desired.

Get Wuli

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