New Features
- Weapons, Armors, and Items dropping from Monsters and NPCs
- Buying and selling (weapons/armors/items) from NPC shops
- Character screen stat increase buttons(2 stat points per level)
- Tradeskills (gathering/processing/finishing) work in progress
- Gathering tradeskills have own cursor; processing have animated generic cursor
- Ability to change keyboard keys (movement/toggles/window shortcuts) work in progress
- PvP/PvM with death and respawning
- Data stored in server memory instead of querying database
- Server checks for syntax of game client requests; hacking/cheating prevention increased
Gameplay Changes
- Monster/NPC/Tradeskill (gathering/processing/finishing) loot is created on kill, not spawn
- Database is saved every XX seconds; rollback/server shutdown if any errors
- General world map concept drawn out on paper – Thanks GM Blue Crackpot
Bug Fixes
- Too many to list until a more stable code base
Posted in Release Notes | 11/04/2013 | No Comments »
I added lots of options to the game. Each window can be set to its own level of transparency. I am almost done coding tradeskills and only have crafting(which requires a GUI) left to do. I figured I would share this image for the control freaks out there. I wanted to make sure that I gave players plenty of options so they can fully immerse into the game.
Posted in Release Notes | 10/22/2013 | No Comments »
I am making great progress on tradeskills and I wanted to share a teaser. The game development is much smoother now that I have a fairly solid code base to utilize. I have to say the worst part of game development is still writing the GUI code. It just never looks right or behaves quite the way I want. Below you can get a view of what the ‘foraging’ tradeskill will look like.
Posted in Release Notes | 09/24/2013 | No Comments »