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Elite Member
Joined: 5/29/07
Posts: 1486
A.K.A Sinhealer
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It’s been long over do since my last post. So here it is. Like before I will use info provided by devs of spellborn this time Hessel Bonenkamp and El Drijver then give you a better insight and understanding from my experience and knowledge. In my last post I explained a lot on how npcs react in the world of spellborn and how they work together to defeat there enemies(the players) so now we discuss how boss fights work. I will start with the basic actions of the boss. This is divided up into both normal mob AI and scripting.
Scripts and the 'physical' game world are very closely related since most of them need some sort of information on their surroundings. Some scripts, for example, need to know where that cursed tree is standing or which locations it can pick to ambush the player. This connection makes the editing of scripts two-fold: first we have to write the actual scripts and then we have to place it in the world and connect them to the relevant world objects.
The attached screenshot shows an area in the Ormoburu encounter with some scripts and their connections. The scripts themselves are displayed as scrolls, because they are pure magic , and the arrows indicate connections: black for attached scripts and blue for triggers (see below). The stars and peasants represent NPC spawners and the rest, well, the rest you would have to figure out yourself.
http://tcos.com/sbforum/images/downloaded/170844ormoclearing.jpg
Spellborn uses a modified version of the Unreal engine, so the scripting is done in a modified version Unreal's scripting language which we refer to as: UC. How UC works or looks is beyond the scope of this journal, but if you are interested there's plenty information out there. Using UC we can override all of the standard AI functionality (the blood, sweat and tears of bpmm et al.) to customise or completely rewrite the fundamental behaviour for each boss.
Basically, each NPC reacts to messages like: "enemy detected", "received damage", "I died", etcetera and (standard Unreal) triggers, which are best described as "generic" messages. By overriding the actions in, and responses to these messages, we can change their normal behaviour and let them interact with other NPCs, players and the world (and vice versa).
So, if some hypothetical boss is mind controlled by an evil mage that (obviously) receives a part of the damage that's inflicted on the boss, we override the "received damage" message to first find that culprit of a mage and then calculate and deal the preferred amount of damage and possibly, when it died, trigger that door behind you to open it.
More complex bosses require more complex scripts and more complex interactions between each message. An interesting boss would be the great, jolly lizard: Ormoburu. The encounter where the players meet Ormoburu has many factors that determine what he'll try to do to you. These factors include, but are definitely not limited to, the distance to the players, whether or not there are players behind him and if the players interacted with certain objects in the level.
Back in my last post I said that players had limited amount of control on how a npc reacts in battle this is the same to a degree in boss fights. Using Ormoburu as a example. ( for those who don’t know what Ormoburu looks like http://spellborn.gameamp.com/gallery/viewScreenshots/25713.php)
Ormoburu could have a tail sweep attack for those who stand behind it so using close range backstab attacks could be dangerous. Standing in a pack could push Ormoburu into using AoEs.
During the biggest part of the encounter, the standard AI isn't running at all. While the AI is turned off, all the movement, attacks, chats and animations are controlled by the multitude of scripts attached to Ormoburu. If Ormoburu gets triggered, the scripts determine to which state (if at all) Ormoburu should switch. A state could tell Ormoburu to summon (very nasty) enemies close to your position, another state might tell him to hunt you down while yet another state can trigger him to insult you.
Now we will talk about the boss encounters as a whole
Boss encounters is a term we use loosely here, it doesn’t stand for something necessarily big and dangerous. It means the encounter is unique, typically harder then the encounters before it and usually marks an achievement of some sort. We have bosses of level 4 and bosses of level 50, some are tiny, some are huge, it’s all there.
Boss encounters can be located inside instances as well as outside. Our outdoor bosses are spread everywhere and go as low as level 4. Usually players are lead to them with quest lines or lore, but innocent travelers might stumble upon them deep inside a cave system.
Designing these encounters is always difficult. Bosses work like players; they have their own skilldecks with tiers and are thus limited in the same fashion. One can say they have exactly the same possibilities as players, but that’s not entirely true, I’ll get to that later. The skills are usually designed to match with the quest, lore and surroundings. A bear boss would look silly with a ‘wing buffet’ attack, obviously, but also, will there be other mobs nearby and what are the surroundings?
Finding something that fits into all these factors is nice, finding something that actually uses all these factors is even nicer. Imagine a big Urgarut in the Quarterstone mines as a boss. This is a pvp area, so what we would try is to involve pvp in the boss’ skilldeck. Something like, placing debuffs that will kill the player when the timer runs out unless he kills another player. All though this might be a bit too straight forward, mechanics like this really make for rich and different encounters.
With this being said expect some boss encounters to take the environment into consideration and used to make things difficult for players. More on this is a minute
Bosses inside instances have a more controlled environment, just the players from the group and mobs from the instance will be present. Bosses inside instances can be easily supported by scripts, because of these controlled environments. These scripts can handle actions and events that are not possible with the use of just the regular skills from the skilldeck. They range from lights going on and off to the flooding of an entire area.
For example, they might have some spooky old house which is partially destroyed and decide that the old housekeeper is the boss that still wanders around. They also indicate what kind of attacks the boss to use. Like, mostly melee attacks, using his broom and that near the end of the fight the roof should come down. The roof coming down near the end of the fight is not possible with regular skills, it has to be triggered at a set moment and needs custom graphics. Art will take care of the graphics, while the scripters will make sure the roof comes down at the right time. (Check the picture below to see the skill being developed.
http://tcos.com/sbforum/images/downloaded/170729skill_editor.JPG
PvP
The section on boss encounters was a bit short I know. That is only because so much of what I could have said I did back in my last post. So I’m going to add a little post covering a bit of pvp (can’t let pve have the spot light all the time). I will start by showing a oldie but a goody.
http://rpgvault.ign.com/articles/693/693923p2.html
Now for those of you whole know Spellborn well your wondering why I would bring up a feature that won’t be out until post release. The point of all my post is about understanding what spellborn not about what features they have or how cool they would be. Back to the link I posted this is a early example of Spellborn’s Shard Conquest system. According to the lore the main drive for a lot of the conflict in spellborn comes from exploring new shards where each High House would fight for control over the new land. What does wining mean? For one you get bragging rights as towns on the new shard would have statues and High house banners of the winners. Also from guild stand point the guild that does the best would get access to there own guild shop that would earn them a large amount of gold and resources at the player base’s expense. Sadly it was push to post release. Mainly because while the devs did have a work shard conquest system they soon realized that it was like a one hit wonder. Everyone shows up for conquest it is a big hit after that no one thinks about it again until it starts over again.
Devs want pvp to be a little more consistent then that. So they had to change up the system. So for now we will have to wait. Another reason why I posted old Shard Conquest it helps when bringing up a lot of other issues. For one what is the basic standing on pvp? Is it build around small group, solo or large scale? The answer is its build far all three. When the devs designed the skill deck and class system they did not want players to feel like they couldn’t be part of all forms of combat. Below are a few examples of PvP combat and how things flow general.
http://mygamersvideos.onlinewelten.com/videos/HasqfHSi8FGC/
This is live game play from last years GC that spellborn took part in. The first half of the video shows pve with a player who is clearly new at spellborn. I would like to point everyone’s attention to the second have which shows a few players fighting each other. One of the first things you will notice is you see a lot of misses floating over the head of the female warrior I sure you all know that there are no auto functions or other systems that can assist the player. This first part of this fight show just how engage you have to be when aiming your attacks. It is not as hard to do as people think but there is an advantage from being able to aim better then your target as you can clear see from the video.
From this video and others you will notice that there is a lot of melee action going on and not much spell casting or at least not at long range. Spellborn is more close combat oriented then other mmorpgs. That’s not saying there aren’t plenty of range/magic attacks. You can check out the skills here.
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