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Pb600

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About Pb600

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    Pb600
  1. Hello Guys, This last month we've been a bit inactive on update notes as we have a big update being worked on. NPC system is being reworked from scratch, after it's done we will have much higher quality and challenging bosses with new rewards! I understand that it's much better if we release small packs of updates frequently, however big updates like those prevent me from releasing smaller ones in the meanwhile, however we are almost close from having a very good base to work on content and finally being able to frequently bring many exciting updates. Check out here what this current update is about: I'd like to keep you guys aware of what I'm planning for the short future of GrinderScape. Recently we have released PK Tournament, the plans are that the Tournament will reward weekly 100$, 50$, 25$ for 1st 2nd 3rd positions respectively. Hopefully that will bring a lot of activity to wilderness, and if work as expected we may work on Clans Tournament as well. Those are SOME of immediate GrinderScape plans. After NPC Reworking, the next update to be arrived will be Wilderness Boss which will be using the new system already. Then Wilderness Skilling will be the next content released, which as matter of fact is already designed (Pots will be replaced by walls) Then a player Profile Interface will be created (quite quick work), the players profiles are planned to provide the following information: Tab: - General > PK Rank, Views Count, Streaming Status. - Drops > Latest rares drops. - Videos > All GS uploaded YouTube videos. > http://i.imgur.com/6ymcBpU.png - Goals > List of goals with progress. - Dicing > Latest dice wins. Many things can be thought on and added to Profile content, the most important feature there are the Videos, players who register unique GS youtube videos will automatically gain a Youtuber rank after certain amount of videos uploaded, the new videos will be displayed at GrinderScape newsletter which is next update. Welcome Screen - GrinderScape Newsletter The idea of having a more dynamic welcome interface in-game will open doors for many things and keep community more connected. Here's just a scratch of the idea. (Not real IP dw) The ideal would be if we could render those videos in-game rather than make players open browser, this is already being worked on as well and may be possible. As we are planning to have much wider advertisement, we get many new players who have no idea what RS is and how to play a RSPS, so once they face the login screen they don't know that they can just input a new name and password to register, so a register button and a tutorial is essential to gain new players. Skilling pets are coming for most if not each skill, as a random reward during skilling, hopefully that will bring more interest! I've noticed that once many players complain at how combat has changed, is the the fact that weapons are no longer overpowered, we are planning to give an attempt on buffing some weapons and see if you guys approve it. We understand that Clans is a big aspect of the game, like a glue that keeps the community united, I'm planning to put lots of effort on making the clan community happy by bringing Clan Skilling, Ranking, Wars and better clan management interface. -> Clan Skilling area And many other things are planned as you can see in the To-Do list! Quest Tab with categories support is also planned (Some suggested quests are also on list of things to be added)
  2. DON'T YOU THINK that is easier to adjust claws and dds hits rather than throw 2 years of work on trash because the hits are different? something that takes like 30 seconds to adjust now?... "Yo Pb rather than spend 30 seconds adjusting those two weapons hits, bring the old combat system with over 200 bugs and discard your two years of work, cuz I dun liak deh hitis nawh'" Plus it's impossible to run two systems of combat at once -.- And what 'server is duped' even means?
  3. Our average player count is 260-280. What's wrong with combat, are you even able to say that?
  4. Okay I'll take some time now to log the current updates. The NPC system is being reworked from SCRATCH | ZERO | NOTHING, the old system was totally removed. I've designed scripting tools to assist me on heavily testing every NPC function and exploring it's limits, it can be used at any other game feature. I have created so far full NPC walking, following, teleporting, facing. My point on reworking on NPCs is to ensure that all basic functionalities will work as expected, and provide very clear set of features to handle NPC behaviors, that way we can develop custom NPCs in a much shorter time, with precise results, that will allow us to make very dynamic NPCs that requires quite some Strategy to be defeated. Later on all current bosses will have to be reworked using the new system, as result drop rates may have to be adjusted. In essence I'm planning to keep current bosses as they currently work, as from my experience players do not accept changes very well, so I'll keep news to other bosses while current ones may remain as players are used to. Those support: - Smarter random walking withing a given area. (At world 1, we can only define the max distance that NPC can walk, now we can keep a NPC walking inside a building only). Currently at world 1, npcs walk tile by tile on random directions, at RS they walk to random long distances: http://i.imgur.com/TRuKWm9.gifv that's how it was created on new system as well: http://i.imgur.com/h2lOrhB.gifv - NPCs will collide with other NPCs, Map, Players when attempting to walk. Sample: http://i.imgur.com/82skI71.gifv - Whenever a NPC get stuck (being blocked by entities) for too long, it will teleport to original position automatically. - In case a NPC follow a player to outside its walking area, in case the NPC stop following that player, it will trace a route to inside it's walking area. (Usually NPCs doesn't perform trace-routes which are quite processing costy, they walk based on target-direction delta, that's why it's possible to get NPCs stuck behind a wall, as they are not smart enough to turn around the wall to reach the target, however not using a traced-route to its original position, could result in NPCs getting stuck outside their walking area by not finding a way back). - NPCs can follow players and other NPCs, the movements are efficient, as the game calculate shortest spot to position the NPC within a perpendicular position in relation to target, while still considering collision with entities and map objects, whenever a player goes behind this NPC, rather than move to random positions until find a spot get outside player location, it will find a shortest valid spot to surround the player instead. Sample: http://i.imgur.com/RpnFwMg.gifv Sample: http://i.imgur.com/ciOqLEv.gifv - Teleport system was created, originally on 317 RS Client jagex didn't add support for NPC teleporting, what we do on world 1 to bypass this issue, is remove the NPC from scene and add-back on it's new location, while it results in the expected effect, it causes overheat by removing and adding NPCs to the scene, and a period that NPC remains invisible (For not being added back to scene). - Teleport system allow to teleport NPCs to other entities surroundings, that's actually trickier than it seems as when we are talking about NPCs, they have dynamic size, and that size must be taken in account when surrounding an entity, and when the target entity is another NPC, both NPCs size should be considered. That's illustrated here: As you see, the NPC position is always the south west corner, rather than NPC center (Both are highlithed), so once position is set, everything should be translated in order to place the NPC center in that position, while still avoiding collision. (Look at ghost rectangles and lines that points to proper position) Seems complicated? Imagine now NPC > NPC following, where both entities sizes should be calculated... > That would be used on Pest Control where NPCs teleport, Abbyssal Demon that occasinally teleport to players's surrounding. - Teleport system calculates whether NPC can be placed at given position or not, which in some cases, such as familiars, the players will receive the message ("This NPC is too big to fit in this position.") - Facing system was also created, it's very basic, basically we are able to make NPC face a position|direction|entity for a certain amount of time, and automatically return to it's original facing direction, nothing big here. Sample: http://i.imgur.com/rhqBg5i.gifv - NPC updating system is a hundred more times efficient and dynamic and easier to modify than old one by avoiding a lot of redundancies. Basically the things done above, are the most complicated aspects of NPC system (Interaction with map and other entities), everything runs more efficiently than on world 1, which is good as NPCs are the biggest overheat on the server, as there are over 2K of spawned NPCs being processed every cycle (600ms), even tho random walking performance should still be improved. Once npc's decide to walk on a direction, it should first check all surrounding NPCs, then test collision of the destine position on those surrounding NPCs, imagine thousands of NPCs doing that in a cycle, the main solution to this issue is just make NPCs walk once there are any player close, however it still requires to for each one of 500+ (walk-able npcs only) NPCs to check if there's a Player close, which also involves quite a lot of heavy math, but still faster than check for collision with other NPCs when there's nobody there to see they walk around. There are still a few things to be done, but I expect to face less issues than I've faced with above updates. - Damage System The damage system should be worked, NPCs should be able to receive damage and be poisoned, which will affect its health and occasionally result on its death. Nothing new here, as shouldn't differ much from original system. - Instancing Each game entity should have a instance in the world, each instance would have a defined policy such as: 'See NPCs from other instances', 'See Players from main instance', meaning that instances should be added to Ground Items, Spawned Objects (some). The instancing system will calculate whether the other entity is view-able from its current instance, then render that entity (NPC, Player) on the scene or skip entities from different instances. Basically this will allow us to have multiple bosses spawned and multiple players fighting those bosses in a same room, at different instances. - Dynamic invisibility Basically a system that allow us to define whether a NPC should be visible or invisible on a scene based on it's stats, such as location. (Used for familiars whenever they should be invisible) - Speech Script (Already started) -> A Chat script system, that holds a collection of messages mapped to NPCs possible actions (Iddle, Fight, Spawn, Death) and make NPCs chat those random messages based on current NPC state, so whenever a NPC die, it would get a random message from 'death' script. Iddle and Fight speeches are cast each period of time. - Weakness NPCs should have weakness types (Fire, Water, Each, Air spells, Crush, Stab, Slash, Thrownables, Bolts, Arrows, etc) which will affect opponent's accuracy and damage boost upon this NPC once it's weakness are being exploited. - Respawning Yeh, that's actually a part of the system, once a NPC dies it doesn't get removed from the game, it just become inactive until it's ready to be respawned, except for the cases where NPCs doesn't re-spawn, actually the whole NPC stage system should be define (Was already). (Alive, Dying, Dead, Respawning) Now it becomes mainly combat aspects. - Attacking Ability to set a target to be attacked, either a player or another NPC. (There are cases where we would like to have NPCs being able to attack others, such as God Wars, Pest Controll, Familiars) That's the core of NPC combat system, it's nowhere near as complicated as Players combat, don't worry it will not take years - Aggression Aggression system defines behavior of aggressive NPCs, those who start attacking other entities around, that system will take in account target level, there will be a max combat level to be aggressive against, and a period of time that this NPC will behave aggressively upon an entity, which resets once entity walks far away from this NPC. There will be a tolerance system (started) that defines aggression tolerance, that means that once it's defined that a respective entity is tolerant to this NPC aggression, this NPC will ignore that (player | npc), such as in God Wars, where you may not be attacked by zamorak minions when using any zamorak equipment, meaning that they are tolerant to you. - Area analyzer The purpose of this system is to easily pick players around based on criterias and random aspect, allowing to select an amount of players around to be atacked, or just select players who are attacking the NPC, etc. It's an important part of combat system that allows to make dynamic fights. - Protection Prayers NPCs are supposed to be able to use protection prayers, those protection prayers will have an absorption percentage, meaning that will absorb a given amount of damage type being protected. In the other hand, there will be a penetration percentage, which determines how much this NPC can penetrate on other entities prayer protection, meaning that this NPC has 50% prayer penetration, and you are protecting melee, this NPC will still damage 50% of it's original hit as melee on you. - Poisoning NPCs should be able to poison other players based on probabilities and starting poison damage, pretty simple. - Life Staging NPCs should be able to relive, transform and avoid death. To have dynamic bosses that transform or have multiple lifes, those functions are required. - Loot rewarding Calculates who dealt most damage and reward the loot, occasionally a different approach is implemented and could allow us to reward players who have dealt over a percentage of damage. - Kill time calculation Just like we already have - Task progressing It's in the list to avoid forgetting to re-implement current tasks. - Projectile casting Simple system that allow us to easily make NPC throw a projectile upon an entity or direction. - Prayer disabling Ability to disable target prayers are an important feature. - Player teleporting | freezing and stunning Same as above. - Minion Handler Some bosses may have minions, and just re-spawn once those minions are dead, or as I've made on Nazastarool that only dies once all minions are killed, otherwise it would suck minions life to himself. Those are the main things, occasionally new things appear to the list, but those are the main ones to have a really great system that will allow us to make awesome bosses, we already have a good combat system, now NPC then skilling and minigames and I'm sure that we will be doing great! I have much faith in GS.
  5. He said: "If it's fixed" AFTER I said "IT'S NOT FIXED" I mentioned 'Panic' task because posts above were saying that bounty hunter tasks work at wild, and I meant that only 'Panic' task is fixed, this task must be fixed as well, in future updates. I probably should have used the word 'must' rather than 'should' to avoid confusion ^^
  6. Read twice what I've said.
  7. Nope, the task that was changed was 'Panic' this one should be fixed too.
  8. That one works Good after you poll every single option I'll see.
  9. Awesome ideas, principally the Pet one. Ram Skull is not wearable btw, and gnomeball doesn't have proper textures so it's glitchy . Please keep comming with more ideas for Shooting star rewards guys.
  10. Not appealing neither professional for a game
  11. If you guys suggest better non combat items we would love.
  12. We already have plans for skilling coins rewarding and yes would be cool to have crashed stats appearing on notification, would make players more used on reading notification, but if you want to increase stars activity you guys could suggest new items for it.
  13. I think you didn't get the point of sortition, it's supposed to reward the items strictly to who contributes to server, I don't see how buying those items from others gives the merit of having one of those restricted items, as there's no contributing in it. Convert function was created exactly to prevent complaints of duplicates or getting an unwanted item, so the sortition will always give a cool reward for the 2 mins effort of voting... So rather than destroy the item that you gained, convert it into coins... Plus this poll is tendentious, thus invalid.
  14. If you read updates, you will not miss tons of new features in-game