Title: Dungeon Valley Updates!
Description: Where you find everything new!
Aßyll - September 23, 2008 07:28 PM (GMT)
Here's where I (or someone, maybe some other developer) will post the newest stuff that is coming up or is in progress within DV, be it NM, MOOP, or whatever might come later.
This will be locked from member input - if you have something to comment, respond, flame, or congratulate, just make a new topic about that specific Update. (or find another topic already about that one.)
Aßyll - September 23, 2008 07:29 PM (GMT)
Also, please make sure you double check when the date was on these postings; i wont bother adding dates since its already recorded by the forum. Thats how you know whats the order, outdatedness.. etc. I just wish i could make it default to a different scheme in this single thread, that newest is first. Instead, you the viewer/reader just have to do it yourself. Sorry!
But thanks for reading!
Aßyll - September 23, 2008 07:37 PM (GMT)
Alright, I have progress going on today! I made some effort into hacking up and shoving in some code to make Florgan Control work better! *harp (Not that anyone can even use it, since its reserved for NeeJean Members Only! *cool )
It's still a work in progress, I need to add one more thing, that the Controlled person is unallowed to do anything.. Or maybe let that be an option the Controller can choose. -Input welcome, from fellow admins.
lets see.. what else was there.., *hmmm Yeah, nothin much more, just gotta fix a couple bugs regarding Controlling work.. it works, just theres some touchups needed.
Aßyll - October 3, 2008 03:18 PM (GMT)
Up next, I shall commence work and development of the Skills and Stats module, which will lead eventually to combat.
I have a couple ideas as to how to put it together: Skills will be put together sort of just like how rooms/triggers/etc are prototyped (They have a python script that essentially is ran on startup that makes them In the game).
And then, they have attributes and such that dictates how they can be used.
Then there's the function that is intended to be called when the skill is used.
Aßyll - October 4, 2008 02:51 AM (GMT)
As of now, concerning the current florgan module, I finally fixed the control input handler prompt, so it WILL show you your target's name! :)
[partial update#1]
I found WHERE to add in the check, that If a character is under control, input will not be processed after being gotten from the socket. But, this will only work for PC's : or at least socket controlled characters, because the interrupt is between socket input and the execution of the command. Also, this will Not allow aliases that may have been set on the character. (Thats optional, if we decide).
Next thing though, is i want to reconsider how i added in the controller and controlling values on the char class. I think we should start leaning to using aux data more - so this can copy from Targetting.
Copying is now underway...
Aϐyll - December 9, 2008 08:53 PM (GMT)
New Update!
I decided (much as I've stated elsewhere) that I don't like NM much, so.... I'm working in MOOP again. That means more easy development for me and any other developers, since it's all in python - the easiest language to learn, Ever. It can also be easier for game World Building, since objects are easier to work with than prototypes, instances and reset-scripts.
So, my recent work was with the Skills system: It's almost done entirely, and it's about infinitely extensible. Things about it: Any Skill has a couple things: a Type, a Function, and then a players' Experience with the skill. The Type of a skill determines how it is used (according to a caller method to the Skill) -- i.e. Combat type skills will initiate a fight. Heal type skills can either be to Self or to a target, while Global Communication type skills only need a message, and can't be used while asleep. (or numerous other types, that all can be custom-defined).
Other things on my todo list: Affects (i.e. poison, or adrenaline), Stats (i.e. health or stamina) and later, integration of all of those and implementing a full combat system.
Aϐyll - December 10, 2008 09:23 PM (GMT)
Coming up soon, and something that my faithful DV Fans can do something finally!
Player Classes!
I will be taking the Players' own suggestions to make the Classes of DV, and the players themselves define what a class will be. And, essentially, the player who first thinks up an idea for a class becomes that class's Class Master - who is pretty much in charge of it.
I already have a couple player-defined classes coming maybe - Kelrics (Courtesy of Zorgon, and his mispronunciation of cleric), and maybe Paladins (thanks to the valiant last Paladin, Sinilli)
I will, later, choose my own class to take mastery of, and I hope that everyone else thinks up ideas for some!
(And remember my original planned design - these are NOT set classes for players, they are just options to which you can get types of skills from, that go well together.)
So if you have an idea for a class you'd like to contribute to, write up a description of it, and then describe skills that the class would have. And by the way, there's still no such thing as magic. I haven't gran--- er, nevermind. There's no such thing as magic.
Also, the Races will be similar to the classes. (But more permanent, of course).
So.. I'll also look for Race 'Masters' too. (I already call dibs on Zutobu). This'll require MUCH more inter-admin collaboration though, since Ceadda is pretty much the master behind the different races. So if you want to help contribute to a Race, chat with Ceadda about the race.