02-02-2017
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11 |
Registered User
Join Date: May 2013
Posts: 3,027
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I always support this idea - Wouldn't be that bad if you could use your fishing rod 10 times per day\ - You can keep the fish, but you have to cook it in order to eat it, maybe on the grill from swamp. - Sell them for 2-10g at some market, maybe at Belle/Delta to give it more purpose. I thought that the Rebel Camp was going to be some sort of harbor, but I guess not. |
02-03-2017
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15 |
Registered User
Join Date: Jul 2014
Posts: 783
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There were two types of fishing before the first server wipe of the early-mid 2000s. One was just based on a probability distribution of catching a fish, and you'd upgrade your pole that would change the probability distribution to include higher level fish. Then you'd be able to sell those fish. The other was fighting fish, which were like bugs in the sense that they were autonomous and you could catch them, but they swam on the surfaces of water, fought other fish that were nearby, you couldn't sell them iirc, and they would level up if they defeated other fish (the losing fish would be gone forever). I wanted to make it so the player became the actual fighting fish and could battle other players playing as fighting fish while NPCs of their character watched on. I couldn't figure out how I wanted to approach hit detection or the idling NPC even though I already had a movement system set up to for fighting fish movement. The idling NPC was an issue for both fighting fish and bowling. You know how players sometimes lag out but their character's still on the map? There was a similar problem with the idling NPC bit. The hit detection is mainly because I wanted to do something like chicken, but where you have to lunge your fish at a certain time relative to the other player lunging in order to maximize damage against your opponent. But the hitbox solution I came up with for serverside hit detection wasn't going to cut it there. I'm pretty sure it's not too much of a stretch to do that. It's basically the ice boots on water for the movement part. Dusty seems to have autonomous NPCs down. The only other major piece would be attacking your opponent, which doesn't even have to be what I was thinking. |