Fableforge Weekly Update #9

This week includes new mobs being procedurally generated, a couple improvements to the procedurally generated mob system, and multiplayer compatible mob spawning.


New Procedurally Generated Mobs

Slimes

Zombies

Beetles

Ogres

Procedurally Generated Mob Improvements

New Color Scheme System

Support For 3 Color Palettes

Multiplayer Compatible Mob Spawning

Deprecated Wisp



New Procedurally Generated Mobs


A total of 9 mobs are now able to be procedurally generated, here are the new ones:



Slimes

Procedurally generated slimes.



Slimes can be found all over the world, and are known to have many different colors. The sizes of slimes vary greatly. Some slimes are as small as a block, while some can reach gigantic sizes. Slimes can either be hostile or passive, but when provoked an adventurer can be easily overwhelmed with its ability to divide into smaller parts.



Zombies

Procedurally generated zombies.



Zombies are mindless predators that like to strike at night. They're known to be quite versatile in regards to combat. Some zombies can be slow and tanky, while others are known to be fast and aggressive. Zombies can be found everywhere and are usually less aggressive during the day.



Beetles

Procedurally generated beetles.



Beetles are usually defensive mobs known for their hard exoskeletons, but some can be hostile. Beetles can vary greatly in appearance, but also in combat too.



Ogres

Procedurally generated ogres.



Ogres are a powerful and fearsome mob. They're not as common as other mobs, and are always hostile. Some ogres are capable of using primitive weapons like large bones and boulders, while others are more feral and wild.



Procedurally Generated Mob Improvements


A couple new improvements to the procedurally generated mob system were made this week. Here are those improvements:



New Color Scheme System


In order to make mobs that use a lot of different colors look more aesthetically pleasing a new color scheme system was implemented. When using multiple colors to procedurally generate certain mobs, some of those color combinations didn't look good together. Now primary colors will look for secondary colors that match.


This was a problem for beetles especially, and could've been an issue for future mobs. This system currently only applies to the beetles, as the other mobs don't seem to need it. It will most likely be extended to future mobs as well.



Support For 3 Color Palettes


Some mobs have more complex models and require more than 2 color palettes. This was the case for zombies, as they needed a color for their skin, shirt, and pants. This will be extended to future mobs, and support for more than 3 color palettes is likely as more mobs are introduced.



Multiplayer Compatible Mob Spawning


Mob spawning now works for multiplayer. There's a few additions to this system that I'll make in the future, but for now it works.


There are a couple more systems that need to be made multiplayer compatible like mob AI (which I got to work on this week, it's almost in a workable state), and the procedurally generated mob system.



Deprecated Wisp


I made the decision to deprecate the planned wisp mob in favor of developing a more interesting flying mob.


There were originally going to be 10 mobs developed before combat is integrated, but I think 9 is good for now. I plan to have at least 15 mobs on release, the remaining 6 will be designed closer to release so that I can see what's missing at that point and fill in the gaps.



Next Week Preview


There's more work to do in regards to having some of the recently developed systems to work for multiplayer, so that should be finished by the end of next week. The procedurally generated mob system will be in a workable state once it's multiplayer compatible, procedurally generated stats and drops will be added after combat is implemented.


I also plan on working on terrain generation and doing some visual improvements before I start working on combat. There's still a few more optimizations & bug fixes needed.