Chambers of Xeric - the framework
Posted: Wed Jan 15, 2020 10:48 pm
Hi everyone,
It's been a while since we've had one of these devblogs, so I figured it was about time to inform the community of the current status of things we're working on.
First of all, we finally got around to giving Thoby the necessary tools to create his own in-game 2D interfaces. These are needed for the upcoming slayer expansion update. Looking at the amount of code changes he's done in the past months, it looks like that update is going to be a pretty huge one. Lots of smaller issues will be addressed in that update as well. I'll be sure to assist him in the process and lend a helping hand in finishing that update where needed.
In the meantime, I'm focusing my energy on the Chambers of Xeric, the next major piece of content I'd like to bring to PkHonor.
It's no simple feat and certainly much harder to work out than the Theatre of Blood. Each chamber separately will not take nearly as much time to implement than those in the Theatre of Blood (thankfully so, because there's a lot of more of them), but getting the details right will be very hard. Mostly because the rooms can occur in any random order and I'm not entirely sure about the precise mechanics of how the entire raid is built up.
I am aware of the following:
However, there are literally three different versions of each room to pick from (a few rooms are not shown here are as they are at a different height level):
It's going to be quite the challenge to puzzle them together in a way to make everything fit properly. Our raid layouts will certainly differ from OSRS simply because I lack the knowledge of how everything is supposed to work, but I'll do my best. I'll also have to utilize some code from our construction skill (which I wrote over six years ago) to pick specific parts of the map and put them together to dynamically build the layout of each raid.
Please do let me know if you think I got any of the information wrong. Also, if anyone has specific insights in the raids (that are not otherwise listed on the OSRS wiki), feel free to let me know here, so I can make our raids as close a match to OSRS as possible.
The layout is going to be the first and at the same time biggest challenge for the entire minigame. Once I've figured out what all the possible room combinations are and how I can fit all the map pieces together, I can get started on working out the rest of the mechanics along with each room itself.
I'll be sure to keep you guys know once I've managed to get past this major hurdle.
It's been a while since we've had one of these devblogs, so I figured it was about time to inform the community of the current status of things we're working on.
First of all, we finally got around to giving Thoby the necessary tools to create his own in-game 2D interfaces. These are needed for the upcoming slayer expansion update. Looking at the amount of code changes he's done in the past months, it looks like that update is going to be a pretty huge one. Lots of smaller issues will be addressed in that update as well. I'll be sure to assist him in the process and lend a helping hand in finishing that update where needed.
In the meantime, I'm focusing my energy on the Chambers of Xeric, the next major piece of content I'd like to bring to PkHonor.
It's no simple feat and certainly much harder to work out than the Theatre of Blood. Each chamber separately will not take nearly as much time to implement than those in the Theatre of Blood (thankfully so, because there's a lot of more of them), but getting the details right will be very hard. Mostly because the rooms can occur in any random order and I'm not entirely sure about the precise mechanics of how the entire raid is built up.
I am aware of the following:
- There are two possible "rotations" of boss rooms
- A rotation can be either clockwise or counterclockwise (so there are four different possibilities of boss room combinations)
- A raid starts at a random point on one of the boss room rotations
- There can be anywhere from three to five boss rooms in a raid in total (I think)
- There can be any random number of skilling rooms in between the boss rooms (not even sure about this one)
- A raid always ends with the Great Olm as final boss
However, there are literally three different versions of each room to pick from (a few rooms are not shown here are as they are at a different height level):
It's going to be quite the challenge to puzzle them together in a way to make everything fit properly. Our raid layouts will certainly differ from OSRS simply because I lack the knowledge of how everything is supposed to work, but I'll do my best. I'll also have to utilize some code from our construction skill (which I wrote over six years ago) to pick specific parts of the map and put them together to dynamically build the layout of each raid.
Please do let me know if you think I got any of the information wrong. Also, if anyone has specific insights in the raids (that are not otherwise listed on the OSRS wiki), feel free to let me know here, so I can make our raids as close a match to OSRS as possible.
The layout is going to be the first and at the same time biggest challenge for the entire minigame. Once I've figured out what all the possible room combinations are and how I can fit all the map pieces together, I can get started on working out the rest of the mechanics along with each room itself.
I'll be sure to keep you guys know once I've managed to get past this major hurdle.