Author Topic: What I'm up to for the next release of AVWW (probably for tomorrow).  (Read 2785 times)

Offline x4000

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Just as an FYI, I've kind of taken a detour down the rabbit hole, and I felt I should explain this a bit.  As has been noted in the release notes, I'm doing a lot of work on making enemy behavior better: http://arcengames.com/mediawiki/index.php?title=AVWW_-_Beta_Series_3_Release_Notes#Enemy_Behavior_Upgrades

That's been a really positive thing already, but basically I've had a wishlist of things to change internally to reduce bugs and increase sanity of this particular part of the codebase for months.  The enemy AI section was, strangely enough, one of the crustier pieces of code in AVWW.  There were a few things that hadn't been touched since the game was a top-down game, and which only sort of made sense lately.  And we've been building ever-more-complex AI on top of that crusty foundation, which has mostly worked out well but which has caused us to be a lot slower with the more-complex AI because we're constantly fighting the crusty underlayer.  Yuck.

So what I'm doing is really ripping this apart and putting it back together, minus the crusty underlayer.  You wouldn't believe how many bugs this has caused.  At the same time, I'm making some changes in the physics engine that were frankly needed in order to give enemies more of a tactile sense -- and since the AI has to be adjusted to handle this, now seems as good a time as any for that.

This is kind of the end-all update for enemy AI/behavior for a while, with enemies now:
- Colliding with one another (and you) so they don't stack up like crazy.
- Being susceptible to water or lava depending on their type, and avoiding it.
- Not walking off cliffs.
- Behaving more sanely if they are a flying enemy (there is basically a "schizophrenia" bug that has crept in for these in the last months, and it's only become extra noticeable lately.
- Fixing some incredibly performance problems with some of the pathing flying enemies, like fairies, etc.
- Fixing some of the other physics issues like stuff stacking unnaturally, no longer being able to ride up crates, vents (and now buildings, in the latest internal builds) being underwater, etc.

This is a pretty painful transition, but my hope is to get this done by the end of Sunday at the latest, and then we still have plenty of time to iron out the kinks as we move into the last two weeks prior to 1.0.  We also have three new mission types that are like 90% completed thanks to Keith, but I'm not sure if I'll have time to get those last 10% done by Monday or not.  Fingers crossed there.  But the premise of all this work is that by refactoring some key bits of code I hope to dramatically reduce a lot of bugs all throughout the game, and bring enemy AI to a new level at the same time.  The AI is actually mostly there already, in my internal builds, but the amount of bugs this has caused has been dramatic, as I said.  So right now I'm cleaning up that, plus more crustiness.

Some of the more hilarious bugs from recent internal builds (some already fixed, some not):
- Entire farmhouses seeding at the bottom of a pond.
- Rhinos riding on top of other rhinos.
- Rhinos "dancing" where they face each other and leap gleefully up in the air in time with one another (both wanting to pass the other but being unable to).
- Espers landing on rhinos and trapping them, where the rhino then spazzes out.
- Rhinos taking revenge on the espers (in a later build), and meleeing them (and other rhinos) to death.
- Skelebot dwarves leaping onto my head and standing there attacking me while standing on my shoulders.  Or just leaping over me in a small hallway and going on with their business, circle-of-firing me as they go.
- Espers and amoebas changing their mind on where to go every second or so, leading to their ponderously slow wandering that doesn't take them very far (this affects a number of enemies in the current public build of the game, too, and is the "schizophrenia" I was referring to -- also related to the performance problems with pathing on the fairies).


Anyway, that's not a complete list of bugs that have been found and/or fixed, but those are just the funny ones.  This set of changes has really been a source of those funny ones. :)

TLDR: My goal between now and the end of the weekend is to finish all this AI/physics rework, get things sparkling clean in that regard in solo and multiplayer, and then release a new version that solve a ton of longstanding requests and bugs all in one fell swoop.  And which probably introduces a few new ones, which will hopefully be quicker to fix.  And if I have time, finish the last bits of the three new mission types and get those in (one is a meteor shower mission, another one has to do with anachronisms, and another is called "perfect journey.").


After this batch of work is done, I'll have a lot more mental bandwidth to discuss other things, but right now this is pretty much consuming all my mental energy!
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Offline keith.lamothe

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #1 on: March 09, 2012, 12:42:59 pm »
Dancing Rhinos Revenging Upon Espers.

Why's that a bug, again? ;)
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Offline x4000

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #2 on: March 09, 2012, 12:44:58 pm »
Marisa was saying that I should have been making a bloopers reel of all the funny bugs not just from this release, but from the entire making of this game.  There were so many funny ones, it would have made a great reel. :)
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Offline BobTheJanitor

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #3 on: March 09, 2012, 12:50:28 pm »
Only if you set it to the Benny Hill theme.

Offline Penumbra

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #4 on: March 09, 2012, 12:51:40 pm »
That does sound awesome!

How has the monster collision affected the lava escape missions? I am not the best at them, but my success has usually come from just ignoring monster entirely and walking through them.

Offline x4000

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #5 on: March 09, 2012, 12:53:59 pm »
Okay, two more funny/fun bugs that I just found:

-Enemies and self getting heads stuck in ceilings.  So there were a number of icicle leapers embedded in the roof of a cave, helpless.
-Enemies melee-ing spells that were hit at them.  Which mostly doesn't make any difference, the spell still hits them and all that jazz.  But what blew my mind?  I fired creeping death at a giant skelebot, and he takes a swing like a baseball bat, and knocks that creeping death off in a completely other direction.  He still got damaged by the spell, but that move was just made of awesomesauce.  I think I'm going to have to make that one of those "boss orb" modifiers.
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Offline x4000

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #6 on: March 09, 2012, 12:54:51 pm »
How has the monster collision affected the lava escape missions? I am not the best at them, but my success has usually come from just ignoring monster entirely and walking through them.

I have no idea, I've not gotten to the point of testing most of the missions yet.  Too many shorter-term bugs to deal with, first.  It may be that lava rates need to be slowed once this is in place, because of suddenly having no choice but to deal with some of those monsters.
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Offline KDR_11k

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #7 on: March 09, 2012, 12:57:12 pm »
one is a meteor shower mission

Similar to the "defend supplies against meteor shower" mission?

Offline x4000

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #8 on: March 09, 2012, 01:03:20 pm »
Actually, that is the one.  Did we mention that, or was it a player suggestion?
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Offline KDR_11k

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #9 on: March 09, 2012, 01:04:13 pm »
It spawned for me when I used a Seek Resources power.

Offline x4000

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #10 on: March 09, 2012, 01:05:56 pm »
Ah, dang!  I thought we'd coded that completely out, but apparently not.  I thought I remembered coming up with that myself, so wondered how you knew. ;)

I wouldn't attempt that mission yet, as huge portions of it are not actually functional yet and I don't know what will happen with it.  That's the one that is most-incomplete out of all of the three that are partly in there.  That's the only one that is even partially in the current public build, though.
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Offline KDR_11k

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #11 on: March 09, 2012, 02:34:36 pm »
I did complete it but it was kinda weird as the meteors didn't really seem to do anything.

Offline c4sc4

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #12 on: March 09, 2012, 04:00:23 pm »
- Rhinos riding on top of other rhinos.

This clearly needs to be a feature.

Offline Hearteater

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #13 on: March 09, 2012, 04:07:15 pm »
It's rhinos all the way up!

Offline Bluddy

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Re: What I'm up to for the next release of AVWW (probably for tomorrow).
« Reply #14 on: March 09, 2012, 04:45:05 pm »
I do think the ability to ride rhinos would be pretty awesome. Jump on their back and hitch a ride -- only their front side should hurt you.