Khaelis' Arcane Shenanigans

Some of the AO ones are stretched, some are just the normal model.

0.0.6

Expanded character randomization was delayed to next update.
Sounds are delayed until a future update, as I do not have a proper source for them, and do not want to steal the originals from WoM/AO, let me know if you have some sources that are consistent with style.

  • Server region is displayed beside the versioning label.
  • Added two more chest-examples of the hover user interface, as well as to show the properly stretched chest model.
  • Implemented a reworked version of my door code that works nearly identically to the WoM/AO’s doors.
    • As this is the first true in-world functional object, I’ve made so it automatically gets cleaned up once it’s streamed out by using binders, therefore, StreamingEnabled stays on.
Chests

Normal

Silver

Gold


2 Likes

I had forgotten to mention.

The hover user interface works on an attribute system, which means you can dynamically change the color of the gradient by changing the attribute of the object it is displaying information from, e.g. creating a rainbow color shift.

0.0.6.1

  • Reduced the WorldRoot:Blockcast() size by 0.65x to reduce it hitting things that should not be stopping you, please let me know if its still too big or small.

0.0.6.2

  • Adjusted shadows to be slightly warmer.
  • Optimized animation look-up logic for Dashing.
  • Optimized the creation and destruction of temporal-buckets[1].
  • Removed two unnecessary prints in the F9 console.

  1. Sounds exciting; is not. it’s just creating buckets that get destroyed after X seconds. ↩︎

0.0.7

  • Added sound effects to general actions, e.g. opening doors, ambience, high jump, user interface.
  • Players are more randomly generated, this includes Hair & Hair Color, Eye Color, Shirt and Clothes.
  • Showcased three different status effects on rigs with the hover user interface showing its effects and possible interactions.
  • “Removed”[1] the SpawnLocation.
  • Binder updates notably include checks for repeat-additions, ancestral conditions, correctly[2] cleans assets, has custom-filter functionality[3], re-checks validity when an asset changes ancestor, and is more type-accurate.
  • CharacterLooker’s configurations have been made consistent and now utilizes Bucket
    • NPCs will appear snappier, as they use the same smoothness as the player’s character.


  1. Made it invsible and uncollidable ↩︎

  2. I was utilizing the wrong table-removal method, leading to a slowly appearing memory-leak. ↩︎

  3. If I wanted a tagged object that only was red, I could insert a red-checker filter function ↩︎

No, the ping was not from your Discord.

0.0.8

Doors

  • Optimized the run-time code of handling doors by a sizeable amount by restricting the calculations to 25 FPS[1], staggering the initial timer[2] and calculating it all in one loop[3].
    • The possibility of using Parallel Luau[4] is high, however, I can’t see how that would help much, as the performance cost of doors are already optimized enough.

Animations

  • Moved the code for showing the falling and rising animations into the character’s Animate[5] script, as the previous method did not replicate the animations.
    • I should re-work the Animate script in the future, as it uses a lot of deprecated functionality and generally runs bad.

World

  • Built some examples of how the style of the world would approximately look like.

[6]


  1. There’s no reason to calculate it at a higher result, as it’d only help if the user was incredibly fast to the point they can run through the door mid-check. ↩︎

  2. Staggering means that two doors are calculated on the same frame, leading to less burden on every individual frame if a lot of doors are present. ↩︎

  3. Preventing creating more RunService loops per door, as before it created 2 RunService loops per door ↩︎

  4. Splitting work across CPU cores. ↩︎

  5. Basically where all player animations are stored and handled. ↩︎

  6. No clue, likely related to the news of the world? ↩︎

2 Likes

Gray guy is finally employed

1 Like

That’s my goat right there!

1 Like

0.0.8.1

  • Fixed dashing did not register Permeable objects that weren’t within the player’s render radius at initial spawn.
  • Added Gray Guy’s hoverable user interface.

Plan for 0.1.0

I’m skipping 0.0.9 because I have no more “small” changes to add.

The first minor version will finally include a primitive form of magics inspired by World of Magic, and will hence have Blast and Explosion, there’ll be Fire magic as the only for this version, perhaps more will come in 0.1.X.

I’ll show progress of magics and their abilities once I’ve started to work on them, you are free to send feedback in case you are curious of something, or you have potential ideas.


Got to meet my idol today

2 Likes

Gray “Hardworking” Guy should really become a canon character.

Heed my call scandin, make him a easter egg npc and my life is yours!

1 Like

And so I shall respect and hence thy wishes, for Gray “Hardworking” Guy shall be a treasure[1] to locate!


  1. Easter Egg ↩︎

1 Like

WOOOOOOOOooooo!

Perhaps a bit of an unrealistic name, Guy “Hardworking” Gray might be something mr. and mrs. Gray name their son while on enough crack to kill 3 grown elephants

But either is fine