Current status

Just bringing everybody up to date on what’s going on: I’d been hoping to start the MS12 testing last weekend, but the last couple features ran long.  It’s all been taken care of now, though!  The build is now pretty much ready to go. What’s not ready to go is all the logistics around how…

Holes

New today:  we now have support for towns and monster zones which have holes in them. I don’t actually know why anyone would really want to do that, but it was important for getting things set up for buildings that have an influence in particular regions outside of themselves. Still pretty much on track for…

Closed testing

We’re getting really close to reaching Milestone 12. Milestone 12 is primarily a user interface milestone;  solidifying a lot of thinking around exactly how the user edits the world, and is mostly focused on towns and monster zones.  I think I’m pretty pleased with what’s going on, there. It also has solidified a lot of…

Grids

One thing I’ve been somewhat proud of throughout development on the different iterations of MMORPG Tycoon and MMORPG Tycoon 2, is how I’ve avoided putting everything on a grid layout;  how objects can be angled, and placed in all sorts of different places;  things generally aren’t confined onto any single “grid”. But as I’ve worked…

One week in

It’s been a very technical week for me, since MMORPG Tycoon 2 was greenlit! Apologies for the lack of images in this post;  I actually haven’t done anything that’s affected how the game looks! Here’s a rundown of what I’ve been up to in the last seven days: Worked around a bug which caused a…