Saturday, February 7, 2009

Not-so minor update

Welcome to the biggest (well, number-wise) update so far! While there's not a whole lot content-wise, a lot has gone on under the hood to bring some very exciting news!

Basically, the battle system is now about 60% done. From focusing on your opponent to the attack queue to the battle system timing, all of the basics are done. All that's left are the details (IE: calculating damage...) so hopefully I'll have a very simple, working battle system within one or two updates.

Other than that, I've changed a few things to allow the above, of course, and fixed a few bugs. Also, I've introduced the notion of "weapon type," though it's just "there" right now; it doesn't mean anything special. Still, weapons can now be "slicing," like swords, "stabbing," like daggers, and so on.

That's about it for now, stay tuned!

Server version: 3.3.6.7 alpha

Monday, February 2, 2009

Minor update

What do ya know, I was wrong again. Still no battle system. I'll stop promising that I'll work on it, so maybe eventually I actually will.

I did a bit of reworking so that NPCs can execute commands like "say" if they need to, and added stuff to differentiate between standard commands and admin-level commands. In this same vein, I added an admin command to spawn NPCs and items. This lets me create NPCs with which to test the battle system, and not have to add automatic NPC spawning or waiting for them to spawn :)

Of more interest to you, NPCs and other players now show up with you Look at a room! I may change how this is done so that NPCs are clearly differentiated from players, but the current way works.

That's about it.

Server version: 3.2.3.3 alpha

Sunday, February 1, 2009

NPCs

Okay, so I've been saying "battle system! battle system!" for the past few updates, but I neglected the fact that in order to fight you need an opponent. So, what I have to say today is that NPCs are IN! I don't have any code for automatic spawning of NPCs yet, but they exist, and the groundwork for some simple NPC AI is in place as well -- this means shops, for example, should not take too much work to add, and that simple quests should be fairly easy as well!

Not a whole lot I can say in detail, but I will say that this update entails a lot of under-the-hood reorganization. I am much happier with the state of things now than I was -- the relation between basic types just make more sense now.

Otherwise, that's about it. I should be able to ACTUALLY work on the battle system now, whenever I get another chance to code.

Server version: 3.1.3.5 alpha