Fableforge Weekly Update #8

This week features improvements to mob AI and to the procedurally generated mob system. Some work has been done on moving the spawn system code server-side as well.


Mob AI Improvements

Pathfinding

Wandering

Procedurally Generated Mob System Improvements



Procedurally generated spiders. Spiders tend to dwell underground in caves, but some are known to lurk around above ground during the night.



Mob AI Improvements


Mobs are now capable of pathfinding, a system that allows mobs to determine the best possible path to get from point A to point B. Some improvements were also made to mob wandering. The only thing left for mob AI would be combat oriented, so this system will be revisited once combat is under development this month.



Pathfinding


Last week mob movement was implemented, it only allowed for mobs to move in a linear path. This is not ideal if we want our mobs to traverse complex terrain and avoid obstacles.


Mobs will now determine a spot they want to move to, then look at possible ways to get there, choose the best route, and then move along that route.



Wandering


A few improvements were made to mob wandering. Mobs now will only wander in a radius around their spawn origin, they previously had no limit to how far they can wander.


Mobs now also have variable wait times before wandering again.



Procedurally Generated Mob System Improvements

Procedurally generated cows. Cows are usually peaceful mobs that, like pigs, drop procedurally generated leather that affect the stats of the armor you craft with it.



The procedurally generated mob system has now been implemented for chickens, sheep, cows, spiders, and beetles. There's still a little bit more work to be done here to make sure each mob is appealing and interesting enough.


6 out of the 10 mobs currently developed are able to be procedurally generated. The remaining are ogres, slimes, wisps, and zombies. Beetles are still undergoing some tweaking and testing, and ogres would be the next to be procedurally generated so expect to see those 2 mobs very soon.


Slimes and wisps still need some work with their base model, and will need a special shader for them to look good enough. Zombies may come last as I'll have to make the procedurally generated system capable of working with more than 2 color palettes.



Procedurally generated sheep. Typically peaceful, has procedurally generated wool that can be used to craft light armor.



Next Week Preview


There's still a few more mobs that need to be incorporated into the procedurally generated mob system, so expect to see more next week. The mob system, mob AI, and spawn system still need to be fully capable of working server-side as well.


If I have time this week I also would like to do a few more terrain generation and graphical improvements, bug fixes, and terrain generation optimizations before moving on to combat.


There's going to be a lot more content I'll be able to show this month, so stay tuned!