Chambers of Xeric - basic framework is finished

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Mike
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Chambers of Xeric - basic framework is finished

Post by Mike » Sun Mar 15, 2020 9:16 pm

It's taken me far more time and effort than I care to admit, but the basic framework of the Chambers of Xeric is finally ready. We can now get started on actually making each chamber work properly.

Based mostly on YouTube footage, along with the OSRS wiki regarding the Chambers of Xeric, I managed to distill the basic layout of a raid along with all the possible room combinations. From this, I learned the following (please correct me if I'm wrong):
  • A raid always consists of 2 floors with 7 rooms each, along with a third floor that contains the Great Olm boss room at the end.
  • The top floor starts with a lobby room.
  • The top floor ends with a room that contains a hole to go down to the lower floor.
  • Once you go down the hole, you enter an empty room, the start of the lower floor.
  • The lower floor ends with a room that contains a hole that goes down to the Great Olm boss room.
  • The layout of each floor is always 4 x 2 (4 wide, 2 deep), with one spot not filled in (since there's always 7 rooms per floor, not 8).
  • Aside from the Great Olm room and the start and end rooms of each floor, there are 10 rooms, each of which are a boss, puzzle, scavenger or farming room.
  • Of these 10 rooms, there are always 2 farming rooms, one located within the first 5 rooms of the raid and one in the last room before the Great Olm.
  • There are always 2 puzzle rooms, chosen randomly from the following 4 possibilities: Ice Demon, Tightrope, Crabs or Thieving (I made sure players cannot encounter the same puzzle twice in the same raid).
  • There are always 3 or 4 boss rooms (these rooms are chosen randomly based on one of the four rotations in my previous dev blog). I personally never saw any raid with 5 bosses, unless I missed those. Either way, I see nothing wrong with always having 3 or 4 boss rooms in our raids.
  • There are always 2 or 3 scavenger rooms, depending on the amount of boss rooms (3 scavengers if there are 3 boss rooms, 2 scavengers if there are 4 boss rooms). If there are 3 scavengers, the first room in the raid is always a scavenger room. If there are 2 scavengers, they can be spread randomly along the raid (although the first room is still often a scavenger room).
  • There are never two scavenger rooms right after each other.
Based on all of this knowledge, I managed to write an algorithm that generates a completely random raid layout. I also had to heavily customize the code we use for construction in order to properly display each room on the screen of a player. In the end, I finally managed to make all of it work, including noclipping checks and checks for clicking objects (to prevent players with a cheat client from doing things they're not supposed to). At last, I'm ready to actually fill up the rooms with bosses, puzzles, farming patches and scavengers and make all it work the way they're supposed to. With some luck, they will take less time than it took to build the framework. At least I can say that the hardest and most headache-incuding part is done.

Throughout the numerous YouTube videos I have watched about the Chambers of Xeric, I also noticed one thing that players seem to do a lot: raid scouting, often with the help of a RuneLite plugin that allows them to see the complete layout of a raid.
Based on this, along with some comments I received before, I expect our players will want to have something similar so they can choose what rooms they encounter in a raid. I don't think I would ever allow our players to freely pick and choose all rooms in a raid, but I did implement two features that should make it more enjoyable and far less time consuming to scout than in OSRS.

The first feature is basically what RuneLite offers in OSRS, but before you even start a raid at all: an interface that displays the layout of the raid you're about to enter. If you're happy with the layout, you can go ahead and start the raid. If not, you can pay a number of PkHonor Points (or coins, not entirely decided on that part yet) to make the game generate a new raids layout for you. Donators will get a discount.
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I also made sure that the generated layout is saved to the database, so you cannot simply get a new layout by relogging or leaving a raid. Once a layout is chosen, the only way to get a new layout is to pay up or complete the raid. That will be the downside of the pre-raid layout interface, although I may tweak this based on community feedback.

The second feature is an interface that allows you to pick the rooms that you prefer to have in a raid. This will not influence the layouts that are generated for you, but it will make it easier for you to determine if a raid is desirable or not when you're about to enter it (as per the screenshots above).
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Whether we will add a challenge mode upon release is not yet decided. It's possible that I will add other important content to PkHonor first, such as the Inferno and the Nightmare of Ashihama, but this will depend on how difficult it will be to add challenge mode in the already existing Chambers of Xeric framework.

Please let me know if you have any suggestions on how the Chambers of Xeric should be implemented in PkHonor, also feel free to correct me if you believe I'm making any wrong statements about how the raid works in OSRS.

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Empty
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Re: Chamberx of Xeric - basics framework is finished

Post by Empty » Sun Mar 15, 2020 9:17 pm

woooooot
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Troll n roll
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Re: Chamberx of Xeric - basics framework is finished

Post by Troll n roll » Sun Mar 15, 2020 9:20 pm

Cool cool, thanks for the update!
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Adam the lion wrote:If you are making super pots for profit on an rsps, you really need to re-evaluate your life.

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Re: Chamberx of Xeric - basics framework is finished

Post by Rgh » Sun Mar 15, 2020 9:24 pm

If challenge mode isn't implemented, please don't make metamorphic dust sit on the regular raid table. Metamorphic dust belongs in CMs. Should be a drop that should be obtained via a challenge, aka CMs.

Otherwise, looking good. cant wait for more progress on this to be released :D
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Re: Chamberx of Xeric - basics framework is finished

Post by Thierryu1 » Sun Mar 15, 2020 10:30 pm

Can't wait to get a love hate relationship with CoX in the Test server!
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Re: Chamberx of Xeric - basics framework is finished

Post by Raj » Sun Mar 15, 2020 11:16 pm

prime example of why we need post title editing

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Mike
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Re: Chamberx of Xeric - basics framework is finished

Post by Mike » Sun Mar 15, 2020 11:31 pm

Pvm porn wrote: Sun Mar 15, 2020 11:16 pm prime example of why we need post title editing
:X

Fixed

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Re: Chamberx of Xeric - basics framework is finished

Post by Raj » Sun Mar 15, 2020 11:51 pm

Mike wrote: Sun Mar 15, 2020 11:31 pm
Pvm porn wrote: Sun Mar 15, 2020 11:16 pm prime example of why we need post title editing
:X

Fixed
Living in the propose ideas section made me forget we actually do have title editing, sorry, nice dev blog though love to see you guys staying rolling after the latest updates

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Re: Chambers of Xeric - basic framework is finished

Post by Monys » Mon Mar 16, 2020 1:05 am

I LOVE THE DEVELOPERS!
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Remember to ::vote for "Mony" ingame

Proud member of PkHonor

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Re: Chambers of Xeric - basic framework is finished

Post by Cancerstick » Mon Mar 16, 2020 3:53 am

I also made sure that the generated layout is saved to the database, so you cannot simply get a new layout by relogging or leaving a raid. Once a layout is chosen, the only way to get a new layout is to pay up or complete the raid. That will be the downside of the pre-raid layout interface, although I may tweak this based on community feedback.
Will you be able to log out mid cox (say if you are doing a solo run and life aggro hits) and then log back in at the same spot then? Or how will it work if you are mid raid and you leave to join someone else's team? Will you have to pay to reset your layout to join theirs?

Apologize in advance if the answer is obvious, but ya did say the only way to get a new layout is to pay or complete... so just curious.

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