-How the regional unloading and loading system works (and some of the other optimization features work)
-How the npc system works (they seem to be almost entirely run on the client whilst also being synchronized with every other client, how???)
-Just the general paradigm/layout that they use with game objects (is it ECS or some other random thing), and how it’s tied to player data.
Overall there could be so much to learn that could help me solve problems that I have been dealing with for months. It’s unfortunate that we will likely never see it, unless something such as WOM would be uncopylocked (which will probably never happen)
Disclaimer: Im not dev, so what im saying is just guessing
Forced attribute changes of skies and maybe some lighting stuff when certain amount of ticks have passed.
Ocean water is just stuff that endlessly stretch on Y axis, and works below that point.
Island water is just a block of probably similarly coded stuff, but its uterly broken (no air required, and you can walk on the floor if you press spacebarr when on top of the water)
Not sure what you mean, as all islands look more or less the same exactly due to templates. Once you learn them all, you will understand how they work.
Template → Height → Biome type → Shore or no Shore → Vanity items (eg trees) → waterfall caves → points of interest (atlantean structures + high tear cauldrons and cooking stations) → pickable items.
I dont know how exactly it generates, but thats how i think it does. Points of interest may or may not have anchor points, but i never really investigated.
Do you mean like regular enemies or bossess?
Cause normal enemies are built with level appropriate gear based on their assigned class, which gives them their items (Their class is the main stuff, as it seems to be building around that. Say knight wearing armor, Mage wearing sorcere items, that stuff.)
And enemies while being able to be a hybrids of spirit, cant use spirit, so no oracles.
If you mean bossess, then its our devs comming up with everything themself. Sometimes minibossess have NPC skills, meaning only their design is needed to be done from scratch.
But sometimes both skills and looks needed to be done from scratch.
Vetex made a whole patreon post on this a couple years ago, it’s really interesting actually.
Can’t say the generic enemy/ally AI in AO is great. One of the one things I really want to see at some point is a slight recode in their movement because their pathfinding isn’t great .
Because when some people see a new message in rfao, they assume it’s actually something new related to ao, so if someone talks in rfao it’s disappointing.
i would also add distinctions between “short-range” and “long-range” moves so npcs know when and when not to use them as well as letting them dash forwards and backwards
there’s a reason they’re kinda stupid. the default roblox pathfinding is kind of an expensive calculation, especially in maps with lots of parts in small areas
if every npc was smart, there would be a shit ton of server lag (ping)
i meant more like technically how do they get set up and how does their ai get started/whatever and what paradigm is used to create them
yeah and they look pretty normal for how they’re made
talking in rfao is fine if it contributes something meaningful or is really funny. questions in rfao don’t do either of those, especially when there’s discussion thread that wouldn’t take more then a couple seconds to go into instead
Yes it does. Kinda. Its hard to tell because like, I’m in servers with at most 3 people, and 2 of them are just spam testing abilities or something on different builds while I’m trying to play casually. Idk if that gives us a proper idea of how laggy the server might be when its 19 hours old and has a full 14 people.
i went from getting 30-45 fps on 1 graphics to 120 fps on max with my new pc and i think that jump might one of the most heavenly things ive ever experienced
i’m be really interested to hear about how grab hitboxes work in the game and generally how hitboxes work paired with the client sided abilities system