nightname
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| Joined: 10 Jun 2008 |
| Total Posts: 8960 |
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| 07 Mar 2012 04:58 PM |
Hopefully quite a large number of you are well acquainted with the "starter kits" which have the sole role in helping you build a certain game. For an example, the "tycoon kit", "the obby kit", etc.
However, when it comes to more complex games types such as RPGs - you will find yourself either unable to create a certain aspect of the game, or you are unable to organize the code correctly which lead to buggy code.
Now you may and just go and ask for the selected part which you need help in - but you will most likely be met by harsh replies, such as "NO REQUESTS NOOB".
This however, can be solved easily by the creation of the starter kit I stated. And since I have somewhat free time, when I am not studying and writing for the Roblox wiki, I could easily create such a kit.
Why am I posting this here? Well, as the title conveys, this is a suggestions thread which will help me know what to make and what not to make. This can also work as an easily way for me to know about the latest bugs in my code.
List so far: > Saving/Loading System > Manage AI, (spawn(), reallocate()) > MORE TO BE ADDED
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nate890
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| Joined: 22 Nov 2008 |
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ZackZak
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| Joined: 26 Jul 2009 |
| Total Posts: 2811 |
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| 07 Mar 2012 05:01 PM |
> Inventory system > Easily editable weapons / tools / items > Troll face boolean value |
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nightname
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| Joined: 10 Jun 2008 |
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| 07 Mar 2012 05:07 PM |
"> Inventory system > Easily editable weapons / tools / items"
How could I forget about an Inventory system?! Even so, I doubt that I will create the system's GUI. I will probably just create the overall system, then people can wrap around the GUI - or I will provide an example.
Easily editable weapons is a good idea, and would probably be a good use of the configuration object. However, how can I tell people how to create animations?
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 07 Mar 2012 05:10 PM |
Separate AI system for us noobs who can make RPG's but can't make efficient AI's.
Pretty much a robust AI system please.
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nightname
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| Joined: 10 Jun 2008 |
| Total Posts: 8960 |
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| 07 Mar 2012 05:12 PM |
"Separate AI system for us noobs who can make RPG's but can't make efficient AI's."
Hmm. I was thinking of adding a system I created in the past to the set. It is more of an "AI-Handler" than anything.
I used it for things such as spawning selected Zombies into points (which you select), and spawning new zombies when old ones die. It also had other features such as calculating the strength as more zombies die, etc.
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nightname
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| Joined: 10 Jun 2008 |
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| 07 Mar 2012 05:16 PM |
"I used it for things such as spawning selected Zombies into points (which you select), and spawning new zombies when old ones die. It also had other features such as calculating the strength as more zombies die, etc."
I think I will have to clean up the code though, since it is more of one time script. It is coded in a not-so-bad way, but is not really much of a system. Hopefully I can implement in into something like this:
AIHandler = AIManager.new();
local entityFrame = AIHandler:AllocateAI(game.Lighting.Entities)
AIHandler:Spawn(entityFrame:EndToFrame(), 20, workspace.Zombies)
^ Complex code is complex. |
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nightname
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| Joined: 10 Jun 2008 |
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| 07 Mar 2012 05:22 PM |
"AIHandler = AIManager.new();"
Fail coder is a failure. I meant this:
AIHandler = AIManager:new()
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nate890
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| Joined: 22 Nov 2008 |
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CrasyTrex
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| Joined: 13 Mar 2011 |
| Total Posts: 761 |
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| 07 Mar 2012 05:24 PM |
| a simple weapon so the person who gets it can make their own and work off that. To give them some sort of work. |
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adark
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| Joined: 13 Jan 2008 |
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| 07 Mar 2012 05:26 PM |
| For the AI stuff like that you can actually look up some resources for making object oriented code in Lua. I remember seeing an example of it somewhere using metatables, but I can't remember for the life of me what the link was, even if I could share it. Not only would this make the code simpler to use, but it would also add a great level of customization, without having to modify the original code. |
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nate890
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| Joined: 22 Nov 2008 |
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| 07 Mar 2012 05:28 PM |
| Make the AI A* pathfinding. |
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nightname
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| Joined: 10 Jun 2008 |
| Total Posts: 8960 |
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| 07 Mar 2012 05:28 PM |
"For the AI stuff like that you can actually look up some resources for making object oriented code in Lua."
My system is already OOP. You cannot replicate the singleton class, but you can take copies of the subset classes. For an example, in my AIHandler, you can have more than - controlling different types of AIs.
Simples :D |
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