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 Ashlan's Changelog

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Ashlan
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PostSubject: Ashlan's Changelog   Thu Jul 20, 2017 11:42 pm

7-21

1.  Added some stuff to character objects that will allow for limited spontaneous PvP (see my post in suggestions about PvP).
2.  Further tweaks to the base combat formula and attack command.
3.  You can now move WHILE attacking.  With a large delay.  I'm not sure if I want to leave this in but I think it has some interesting potential for people to bob and weave around while fighting.
4.  I've started making a battle arena area, accessible from limbo.  This will be the ideal place to test the combat system because the rooms will have the necessary tags to effect different weapon types.
5.  Cleaned up some legacy code in emotes.
6.  Added a prompt after movement.
7. You can now set character descriptions with the desc command and see them by looking at players.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Fri Jul 21, 2017 9:54 pm

7-22

1.  Got item and npc spawners and weapon prototypes working.  This'll be useful going forward!
2.  Made wield, unwield, get and drop code.
3.  Cleaned up Got rid of the multi-matching message, it was a little long-winded.
4.  Made a black_hoodie prototype and have been working on the worn clothing system.
5.  You can now wear and remove clothing accurately, although there are some things left for me to do so that a good inventory command will work.
6.  Armor has been added as a variation of clothing, it seems to be reducing damage (although newbie armor doesn't block very much).

Might take the day off tomorrow (Sunday) because I've been coding like crazy instead of eating which is bad!
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sun Jul 23, 2017 9:15 am

I tried to take a break but couldn't, the lure of Encarnia is too strong!

7-23

1.  Worked on wield, unwield, wear, remove and inventory.  You guys can @spawn items to test it out.  Took me a long time because I didn't understand that Evennia will populate lists with object references and then print them as words, so I thought I was dealing with something else.
2. Lost track of all the stuff I did, but random attack messages based upon weapon type have started going in (only swords so far though).
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Mon Jul 24, 2017 8:49 am

7-24

1. Character generation finished. Existing characters will have to walk in there themselves.
2. Buglets fixed.
3. Made readable plaque, sign and statue objects (typeclasses.plaque.Plaque, sign.Sign and statue.Statue). @update and then @set a text attribute on the object for what you want it to say when it's read.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Tue Jul 25, 2017 5:48 am

7-25

1.  Score and Honors commands are now in.  Not much information though.
2.  You can now give X silver to people as well as items.
3.  The game time world scripts should be working properly now.
4. Added in a defend/parry/guard ability, will put in a feint ability tomorrow. These aren't as reliable as the shield ability will be but they reduce the chances of you getting attacked.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Wed Jul 26, 2017 5:23 am

7-26

1.  More bug cleanup.
2.  Added in a girdles system that has secure/detach commands to go with wield/unwield.
3.  More @spawn weapon types and three attack messages per weapon type.
4. A time command will now show the day, month, year etc.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Thu Jul 27, 2017 3:05 am

7-27

1.  Slew the bugs that amassed at the gates.
2.  City bank commands now work, including donating to Corinth's city coffers.
3.  Added ponder/think and yo emotes.
4. Added Corinth and Gods channels you can join.

I'm sick today so this may be all for the day.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Fri Jul 28, 2017 6:31 am

7-28

1.  Death is mostly coded in.  Things like losing exp will have to wait until after NPCs and exp gain is coded in.
2.  The usual bug slaying.
3. Who list for unprivileged (non-god etc.) now shows character names and not account names.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sat Jul 29, 2017 3:29 am

7-29

Still sick, perhaps getting worse.  Don't see myself getting a lot done today.  Sorry!

I was imagining we might include some city map items that are readable, but ultimately just putting the asci art map into the looked description of a generic object with @desc/edit would be easiest.  There is no /edit for attributes coded in yet so we can't make them readable like some other things are yet.  Maybe later on.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sun Jul 30, 2017 5:46 am

7-30

Giant rat mob in the woods can now be attacked to drain his health, will attack back, can kill you, will give up if you aren't in the room for awhile, can die and will revive itself after 600 seconds.

Basic NPCs almost done!


Last edited by Ashlan on Mon Jul 31, 2017 4:49 am; edited 1 time in total
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Ashlan
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Posts : 55
Join date : 2017-07-20
Location : Taiwan

PostSubject: Re: Ashlan's Changelog   Mon Jul 31, 2017 4:49 am

7-31

hi guys, coding the shops is a little harder than I thought it would be and I'm feeling a little burned out. Also still sick. I think I'm going to take a couple days off. Also, my trip at the end of august will be 4 weeks, not 2 weeks... all combined this could slow down our launch considerablt. But I'll be back to coding within a couple days. Sorry if you were looking forward to more new things to play with soon, it'll happen just not for a couple days now.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Fri Aug 04, 2017 5:15 am

8-4

1.  Weapons Shoppe is working, I'll cut and paste in all the other weapons and make other kinds of shops, and make them cost money, later on tonight or tomorrow.  This was the last major code hurdle to pass, everything else from here is basically re-using existing code, for the things planned at launch anyway.

2.  Update: Weapon shop is finished, although weapon decay times is not finished yet.

3.  Walking in rooms with the "city" tag will no longer have a chance to drain endurance.

4.  Names can no longer have spaces, ' or " in them.

5.  Fixed a who list bug when a mortal tries to see a logged in player who hasn't selected a character.

6.  Support for character birthdays added in.  New characters will have their birthday recorded, anyway.

7.  Item destruction is coded in now for items made with @spawn from the existing prototypes (please use that!) although any previously made items will last FOREVER.  This only triggers on get, drop, wear, remove, secure and unsecure though.  An old weapon can be wielded, unwielded and attacked with because it's too time consuming right now to clear those values after the item is destroyed. Each item should last about 21 IRL days is the current setup.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sat Aug 05, 2017 3:35 am

8-5

1.  Added more cloaks, trousers and breeches, scarves, sandals and boots to the @spawn prototypes list.  These will all go into different shops eventually.  It should be possible to be more or less fully clothed now!

2.  Armor shop is set up.

3.  Clothing shop seems to work too, so that makes weapons, armor and clothing shops in the game as well as the bank.

4.  Weapons spawned or bought from stores will now have a description that describes their strengths and weaknesses when looked at.

5.  Giant rat npcs can now be skinned when dead, which teleports them to a respawn room, then when they come back to life they teleport to their home_location.

6. We can now SELL pelts to Iskate.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Mon Aug 07, 2017 1:58 am

8-7

1.  Iskate will now return any items given to him.

2.  Added a map command which will reference the coming walk to command when in a room that's tagged city[corinth].  I figure when we get to maps, maybe they'll be acquired items.

3.  The entrance and exit rooms (not the exits themselves, but the rooms) should be marked with the tag "trail_ends" because I'm improving NPC pathing.  NPCs can chase pretty far now but if they enter a "trail_ends" room, there will be no trail for them to follow, which means they won't move beyond the entrance room.  If this tag is lacking, npcs might chase into the city where people can't attack and that would be a pain.

4. A walk_to command is working for moving between key parts of the city, although support for the catacombs and south_gate aren't in yet.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Fri Aug 11, 2017 6:29 am

8-11

1. Dropping silver sovereigns will now generate a pile of silver item with relevant values and subtract from your silver value, picking the item up will increase your silver value according to those values and destroy the silver item.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sat Aug 12, 2017 2:00 pm

8-13

1.  Leveling up system appears to work now.
2.  You can now @spawn giant_rat which will provide you with a template to make bashing mobs.
3.  Random bug fixes.

The way gaining experience works: the npc's level has the character's level subtracted from it, then the "multiplier" is applied.  Newbie multipliers are large, the rats are 4.

If you want something to give 0 exp for some reason, the multiplier can be set to 0.
Standard multipliers should be 1-3, with 3 on the high end.
If someone is a higher level than the npc, they will get 0 experience from that npc.
Players are always worth a minimum of 30% exp.

Player damage formula is (player level + player strength) * weapon damage multiplier.

Leveling up is not meant to be all that difficult from a grinding perspective but the system does require the player to fight NPCs that are at or above their player level, otherwise they won't level up.  As I flesh out the NPC system, the goal is that leveling up will not be grindy but somewhat challenging from a gameplay level in that you have to fight things that may have a chance to kill you.  If/when I get to my diablo-inspired bashing system this will work out better.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sat Aug 12, 2017 2:21 pm

Some rules when creating NPCs.

I haven't fully sorted out Evennia's weird way of parsing objects yet, so the names of the npc when it is alive, when it is dead and the pelts it produces (if any) should not be similar to each other.

Sorry, I know that's awkward. A giant rat, the mangled remains of vermin and a fur pelt aren't similar to each other at all. If you put in some creative effort I don't think this is too hard to manage doing.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sun Aug 13, 2017 2:40 am

8-13

1.  Capitalized some stuff in rooms.
2.  Changed the way gender shows in some commands.
3.  Added prompts to more commands and actions.
4.  Characters with immortal = True will not die now.
5.  Added in a simple STAT command.
6.  Improved miss messages a bit.
7.  You can now only attack players, combat_mob and combat_merchant_mob.
8.  Mauled bug fixes and edge cases.
9.  There is now a Building channel which will log @spawn, @create, @del, @typeclass and @set actions so that we can track down any abuses relating to those commands.
10.  Characters will now drop any silver carried when they die.
11. Combat_Mobs can't be picked up by default anymore when made with @spawn although some of the earliest ones probably still can be.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Mon Aug 14, 2017 4:40 am

8-14

1.  Added in some contextual messages based upon current health to the combat messages.
2. Cleaned up the combat messages even more so that they're clearer.

Offense: 69, Defense: 60. vs. Agility & Stamina: -6 disadvantage.
You seek to sheathe your iron dagger in Rogue Hawk!
Rogue Hawk grunts in pain.
... You feel yourself starting to tire!
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Wed Aug 16, 2017 3:58 am

8-16

1.  A "citizenship" attribute will now be set when going through character generation.
2.  Citizens of Corinth can't attack each other in rooms tagged city[corinth] although citizenship is set in character generation and the SCORE command is likely not reflecting this yet.
3.  You can now FOLLOW and LOSE other players.
4.  Going through character generation will now spawn and equip character-specific equipment.
5. Help files can now be created and edited with @help or @sethelp (see help @help for more information). These help files will not show up under the normal HELP index. Help lore and help mechanics should be help files used to index other help files.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Thu Aug 17, 2017 1:37 am

8-17

1.  Base magic spells (regeneration, mend) are in and the prompt seems to be accurately updating based upon existing magic level.
2.  Fire spell and a message when you're losing magical control has gone in.
3. Having some issues with channels so existing characters may have to get remade.
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Ashlan
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PostSubject: Re: Ashlan's Changelog   Sat Aug 19, 2017 3:18 am

8-19

So this is how it goes.  First I was going to have too much magic turn you into a berserk monster you control, then it kills you and turns you and spawns a berserk npc you don't control, now I've decided to just have it damage you lol.  But this looks cool and strategically, I think it's better because a person could choose to take the damage in order to keep using magic, instead of just poof you're dead now.

You weave a web of fae fire before directing it towards Rogue Hawk. The flames expand as they approach, searing his flesh!
Rogue Hawk withstands the flames!
You feel the power of the fae straining against you...
... the magic spirals out of your control, tearing at and burning your flesh!
Health: 83 - Magic: Raging - Stamina: 10.
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