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Yes. LJ FINALLY quit acting like crap. Okay, so here's the deal so… - Red House Games
June 25th, 2004
02:46 am


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Yes. LJ FINALLY quit acting like crap.

Okay, so here's the deal so far.

  • Divine Right is not dead. I'm still coding it, Trig is still the main designer for it, and yes, BCart is going to be helping as well. We've been stuck for the last two freaking MONTHS trying to get it going though - we simply don't have anywhere to test the scripts. My current website's (www.redhousegames.com) ISP won't give me full access to the error logs, my old Linux server won't boot up, and I can't get Apache/mod_perl running on Windows for the life of me. (note: this is why I'm NOT going into any kind of IT administrative field). So yeah...until we find a solution for that, I'm kinda screwed.

  • UC is still kinda halfway in the back of my mind. I've put too much work into it to give up on it, but at the same time, there's other projects going on that are either more interesting to me at the moment or are more important in some other way. I'm thinking that once DR is running and fairly stable, I can start on UC while maintaining DR or something along those lines.

  • RPGBot is still going strong. The third rewrite of it has been playable for quite awhile now. There's still a lot of things I need to do to it, which I'll go into later.

So, summary, until further notice when things change - DR is on hold until we're able to test scripts, RPGBot is now my main priority, and UC will be restarted eventually.

Now, for RPGBot - the really big thing I wanted to do was take the focus away from PvP for growth. I want to implement PvM, possibly in groups, and change PvP to a sort of rating system, that's more just for bragging rights than anything. PvM is going to be one hell of a bitch to code, mainly for two reasons - one, all the code I've written so far has loaned itself towards PvP combat only, and two, I'm still not *entirely* sure how I want to handle it. I've got a pretty good idea, but even if that's what I do end up doing, I'm not entirely sure how to code it, so that'll take some work. Still, that's what I'm aiming for - character development comes from PvM, bragging rights from PvP. It's a long way off, but it's doable.

The next thing I'm going to do is get the damned item database created. It's mostly just laziness on my part - there's code (that might or might not work) currently implemented to handle buying new items and changing your equipment around, but I just haven't added anything to the item database to be bought. I've got a list of weapon names for each class of weapon, now it's a matter of creating values/costs/etc for each weapon and getting them put into the database. Hopefully, I'll be able to get that done in the next few days. After that, I'm hoping to start PvM combat, but we'll see what happens. I'm also looking at physical combat vs. spell combat - they seem to be vastly unbalanced, at least to me. One major thing I intend to change is armor. Currently, armor improves the chances of you not getting hit. Unfortunately, your weapon/offense skills will only go up so fast, and your dodge skill pretty much matches it...so eventually, when people are walking around with 300 dodge and uber armor, even if you've been training weapons/offense through the entire game and you're half again your target's level, you'd have next to no chance of hitting them. Instead, I want to base accuracy purely off of weapon/offense compared to dodge, and have armor absorb damage instead. Still unsure whether armor will be allowed to absorb all damage, or if the absorb value will be randomized, or if there will be a minimum amount of damage, or if armor will degrade over time, or anything like that...we'll just have to see. Finally, spellcasters will need some kind of equipment, but at the moment I'm unsure how to do that...the only "magic effects" I have implemented right now are for stat alterations. I'd like to make effects that can alter skill levels, but I'm torn between the "get stuff working now" mode and "keep everything clean and modular so it's easy to add stuff later" line of thought...I could easily do the former, but it would potentially EASILY break things later if I add/remove skills once it's in, and would take an arseload of time to alter. But while I do realize how useful the current "engine", if you can call it that, has been, I hate writing code in that style. >_< So yeah...I'm pretty sure I'm going to hold out, but we'll see.

SO...here's a sort of statusish type report on RPGBot currently:
  • Physical PvP, including skill effects

  • Spell PvP, including spell effects

  • Skill system (increases, skill effectiveness, etc)

  • Leveling (stat training, HP based on level, etc)

  • TO DO:
  • Items

  • Test shop/inventory code

  • Design and implement a pet system so you can summon/buy pets

  • PvM combat

  • PvP rating system

  • Random magic item generation

  • Fix DCC

  • Auto/timer/bot prevention

  • Timed events (needed for my current PvM plan)

  • Fix/rebalance physical combat

  • Item degrading/durability

  • Spellcaster items

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