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Used: Random Spawns.

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Post by MannyJabrielle Fri Feb 20, 2009 10:57 pm

Hunting is very regulated.... predictable even. Goblins live here, orcs live there, zombies unlive there.

Which is good... From the game balance perspective, more experienced players can tell a newer player "hey, don't go wandering into such-and-such a place, there's bad stuff in there". From a realism point of view, it works out too. Like-minded creatures will tend to group together and make a certain area their home.

But... wouldn't it be cool if there were places, like along long roads or 'unclaimed' mountains or caves where just about anything could be found roaming through? Or even in areas that are "established" by one type of creature... another group may be passing through, maybe even looking to kick out the monsters already living there and claiming it for themselves (or trying).

In all sorts of areas... a random spawn point where you never quite know what you will find. Maybe it's a bunch of homeless goblins, maybe it's an orc scouting party, or maybe a dragon out looking for a snack. There should be -some- consistency to what shows up (like, no sharks in the middle of the desert, or fire elementals in an underwater area)....

And if possible, not a set location for the spawn. Perhaps when the players enter the area, the spawn will appear at some random spot in that area beyond the player's immediate sight.

Smile
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Post by RayvenNightkind Fri Feb 20, 2009 11:05 pm

That sounds really cool, would be great if it can be used
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Post by The Amethyst Dragon Fri Apr 10, 2009 2:32 am

Currently working on a way to do really random spawn locations, with some randomness to the encounter creatures.

Got the random locations down (notice the rats and mice on the Northwest Road lately?), still working out how to hand the scaling encounters and random creatures in those encounters, while minimizing the number of scripts being added to the module.
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Post by Anthroplayer Fri Apr 10, 2009 4:57 am

The Amethyst Dragon wrote:Currently working on a way to do really random spawn locations, with some randomness to the encounter creatures.

Got the random locations down (notice the rats and mice on the Northwest Road lately?), still working out how to hand the scaling encounters and random creatures in those encounters, while minimizing the number of scripts being added to the module.

I actually have a simple method I would use that would utilize few scripts.
I usually just make an ecounter spot and put 2-4 types of different monsters I would see in that spot.
Set the monsters to spawn from 0-X (x being the most you'd expect to see).

For instance, in the road near Valorian's Vale you could set the encounters to be this:
0-5 rabid mice
0-3 dire rats
0-4 goblins
0-1 goblin shaman
0-2 blight twigs

You would have a chance to encounter nothing of each one, but with all likelyhood you will encounter some of them.
The animals would obviously be in an animal faction, the goblins in perhaps orc/monster/goblin faction, and blight twigs in a veggie faction.
This would mean if all three factions spawned, you could see a battle going on between the enemies.
If only two different factions spawned, it would mean you would see them fighting or probably just attacking you.
If it was only one faction it would definatly be attacking just you.

Isn't that variety in a nutshell with few scripts and a fancy show to boot? I would think so. The only problem would be The Amethyst Dragon would need to pay attention that he makes seperate factions for different creatures so that way he will never need to make new scripts. I wonder what The Amethyst Dragon would find more difficult, making more factions? Or making more encounter scripts?
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Post by MannyJabrielle Mon Jan 24, 2011 2:01 am

Lock and move? Sparkyspawn system has been put in and is being tweaked up... Smile
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