Life is Feudal: Your Own

Life is Feudal: Your Own

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Saxxon  [developer] Jul 25, 2016 @ 7:56am
25/07/2016 Weekly Dev News Update
Animals and Algorithms

Hey guys,

Welcome to this week’s dev news! There’s lots of reworking some older mechanics on top of everything else so we thought we’d elaborate on some the new mechanics you can look forward to.

After we released LiF:YO, we decided we’d like to completely rework animal behavior mechanics. Our goal was to achieve better code clarity, extensibility, and an easier way to modify parameters in realtime.

The new pathfinding algorithm removes the old manual implementation, and instead takes advantage of the well-known recast/detour library. This allows us to provide walkable surfaces (Navigation Meshes), not only on the ground, but on the stairs, buildings - everything with proper collision geometry. It’s also fully tunable: maximum angle, impassable area size near walls, etc.

http://steamcommunity.com/sharedfiles/filedetails/?id=731255693

After we had taken care of the new pathfinding, new animals (and the native NPCs in the future) would still be lacking good behavior implementation and proper spawn logic. Therefore, after many discussions, we decided to move forward with the ‘behavior tree’ approach. This technique showed great adjustability and was really clear to understand.

http://steamcommunity.com/sharedfiles/filedetails/?id=731255192

This screenshot shows an approximate behaviour tree for predatory animals, such as bears, boars and wolves.

Spawn logic was the last feature to add for our overall animal AI improvements. We originally divided the whole territory into regions.

256 regions in one terrain
256 x 9 regions in one server

However, now civilization rates are taken into account, it reduces the chance for animals to spawn so we’ve made the animals appear more randomly in their respective biomes (wolves on forest soil for example) and the spawning algorithm is more adjustable.

At the moment, these new algorithms are present in Beta Wave #0 of the MMO, and are currently being thoroughly tested and continuously improved.

Thanks for reading this week’s dev news, join us next Friday for more!

-The team

Please note that we are aware of, and hard at work on, issues that may have affected some users since the latest update. The team are diligently working on fixes and apologize if anyone is affected by these changes

Last edited by Saxxon; Jul 25, 2016 @ 8:03am
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Showing 1-6 of 6 comments
Archize Ragni Jul 25, 2016 @ 8:26am 
Great, but when is Beta Wave #1 happening? It's been over a few weeks now.
Saxxon  [developer] Jul 25, 2016 @ 8:31am 
All direct MMO related news and information can be found and discussed here: lifeisfeudal.com
Booyaah Jul 25, 2016 @ 9:21am 
Does this mean no more animals running through walls?

Also you guys need to fix the max height horses can jump. A spirited horse with a small dirt ramp should not be able to jump 50 feet over a stone wall, it's not realistic...
Last edited by Booyaah; Jul 25, 2016 @ 10:15am
天纸 Jul 25, 2016 @ 10:04am 
when is Beta Wave #1 happening ,from the start of it which had been pass few months,,, and even not have any news about the progress ?
the dev neez to understand the player`s patient are valueable
Last edited by 天纸; Jul 25, 2016 @ 10:11am
A Fyrestorm Jul 25, 2016 @ 3:24pm 
Originally posted by 小洛Lophier:
when is Beta Wave #1 happening ,from the start of it which had been pass few months,,, and even not have any news about the progress ?
the dev neez to understand the player`s patient are valueable

Originally posted by Saxxon:
All direct MMO related news and information can be found and discussed here: lifeisfeudal.com

If you looked you would have seen that it was answered literally 2 lines above your post.
Originally posted by Saxxon:
All direct MMO related news and information can be found and discussed here: lifeisfeudal.com
where? i see 1 post saying beta wave #1 will start in 2-3 weeks, but that was posted a month ago so when?
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