In the world of gaming, creating an immersive and engaging experience for players is a paramount goal for developers. It's all about giving gamers something that not only excites them but also challenges them to their core. In the ever-evolving realm of MultiQuest, I am thrilled to announce a groundbreaking addition to my game that promises to do just that - the epic end game fight accessible via the game's final quest. In this devblog, I'll delve into the details of what it took to bring this feature to life and what the future holds for MultiQuest.
Long time no see. It has been a while since I worked on MQ. To get into the programming mood again I tackled relatively simple features that were missing for a long time.
Since my last post I worked on the AI pathfinding improvement. Up until now, the AI only used basic logic to move around. For example, in the patrol/wander state the AI agent would move in a random direction for a random amount of time or it would stop if it was blocked by an obstacle.
When chasing an enemy, the agent would simply move in a straight line toward it, ignoring all the obstacles.
The lack of environment knowledge for the agents made their movements feel dumb at times and also limited their gameplay possibilities. This is why I decided to use a proper path finding technique.
It took me over 6 years to finally tackle the quest feature but I finally put the work in.
I took so long because I didn’t really knew how to do it properly and I had many more thing to do prior to it.
This version add 2 new gameplay features: The bank and the party system!
There was 3 versions that rolled out since the last blog post 3 months ago and I can already say that dagger paid for itself. Lets review the changes.
Firstly, I added a friend system which is a very basic concept that the game has been missing for quite a while.
Here is how its looks:
Shortly after I finished the transition to dependency injection using the guice framework I found out that it’s reflection abilities were not supported on android.
After 6 months it was the time for me to give an update of the current state of the project. Even when I don’t give any update for such a long time, behind the scene I still work on the game.
This update adds a lots of improvements in many domains so I splitted the article in two parts: technical aspects and game aspects.
This update is more technical than the previous ones. This article aims to describe what have changed and why.
The game is not accessible at the moment because of the big changes needed on the hosting platform.