Minor stuff today

As a game’s codebase gets larger, it becomes more and more difficult to keep it all working all at the same time.  This is one of the big reasons why I keep spending time trying to simplify MMORPG Tycoon’s codebase.  Sometimes, though, that’s not enough, and little bugs creep in. The one I fixed today…

Heightmaps are fun

Today I fixed this bug, which was resulting in shallow ditches running precisely north-south through all grassland areas, every 500 meters or so.  In the screenshot to the left, I’m looking along one of these ditches (you can see it run straight up over the region boundary, behind my cursor). Subtle math bugs are the…

Still alive

I’m back! Not that I’d actually been away or anything.  I just haven’t been spending much time posting here, since there wasn’t a lot to say. Oh sure, there are lots of new and changed things.  I’ve fixed up a bunch of bugs in the procedural geometry generation and in collision detection (you can now…

Quest visualisation

Quests can be difficult to see, with a 3D view.  Here, I’m experimenting with setting up quests using variants of buildings and roads.  In the foreground, you can see the quest giver.  The big black bridges would eventually be arrows, and point the way to the quest destination.  In this case, we’re looking at the…

With Monsters

Folks might remember in the 1.0 version of MMORPG Tycoon, there was a limit of 100 players per zone;  if the zone filled up, any new players who attempted to enter the zone would be knocked offline, and the server could crash (unlikely;  from memory, it was about a 1% chance of a server crash…