Bullet point list, today. Not feeling up to writing things out in prose form.
- Time controls are back in; time can be paused, run at real-time, at 6x normal speed, or at 36x normal speed. These numbers, of course, are subject to change. But the old 1x, 60x, and 3600x used in MMORPG Tycoon 1 were a little silly, and a nightmare for the simulation when running at the fastest speed. I’ll have more to say about this tomorrow.
- Fixed cloud and wave movement to be affected by the time controls.
- Fixed cloud rendering such that they draw correctly when viewed from above.
- Fixed a few bugs in the management of quests and the placement of monsters.
- Changed quests to specify their regions using arbitrary n-gons, instead of axis-aligned boxes. I’ll have more to say about this tomorrow, too.
- Initial implementation of “GraveShip” controls, which is the interface the player will be using when placing buildings and doing other large-scale work. Right now, the GraveShip moves on a horizontal plane with the WASD keys, and you can use the mouse wheel (or a keyboard equivalent) to change your elevation. Right now, it still feels very FPSish; eventually I’ll start adding control mechanics to feel a little more like a hovering vehicle, without making it more difficult to control.
- Fixed questing areas to not be generated spanning a region boundary; questing areas are now entirely contained inside the same region where the quest giver is located. (Remember again that ‘regions’ are the equivalent of “Duskwood” or “The Barrens” in WoW; they’re huge areas covering between two and four square kilometers, of generally similar terrain, lighting, and environment type) Note that the quest system can easily cope with quests being located in a different region from the quest giver; they just aren’t currently enabled, because the pathfinder can’t actually generate paths from one region to another, yet.