On the week

So it’s been a bit of a roller coaster week (and technically, it’s not over yet!)  Lots of ups and downs, thrills and excitement while it lasted, but in the end, I’ve basically wound up right back where I started.  No change to the work situation;  it’s tough to find a paying position this close…

Monsters fighting!

Okay, I’ve got the monsters attacking subscribers, now, using the fancy new fully-customisable combat model. Folks have asked me, both here and in person, why the monsters couldn’t just use the combat AI that I’ve already written for the players.  And the reason is a philosophical one.  See, in an MMORPG, players always try to…

I’m so proud

My little AI-driven MMO subscribers are now capable of fighting monsters, using the new, more-accurate combat model.  Watching them go and intelligently select attacks based upon custom game rules is pretty awesome.  :) They will prioritise attacks so that they’ll use their best attacks whenever they can, to try to maximise their DPS.  If your…

DoT, and Reach

Latest new thing to go into MT2:  Support for status effects. In MT2, “status effects” are implemented as little blobs of code that can be attached to individual characters.  They get run periodically, and can affect just about anything on a character. For example, right now I’m using them to implement Damage over Time (“DoT”)…

Divvying the spoils

Something I don’t understand: I’m no longer driving into work every day.  This saves me approximately an hour every day.  I’m doing some work at home, let’s call it eight hours a day (In practice, it’s probably a little bit less than that, but for the sake of argument, let’s call it eight hours per…