Arrows

So here’s something that I’ve wanted to do ever since that early alpha of MMORPG Tycoon v1.1;  get a proper concave end onto the mouse cursor. Since v1.1, the mouse cursor has been implemented using an algorithm more commonly used for simulating rubberised fabrics.  In effect, each point in the model acts like a spring…

Sniping

Here I am, standing on top of one of the posts of the fence around a graveyard, targeting and attacking a helpless monster that an AI developer is in the process of placing into the world.  (I obviously still haven’t added range limitations to these attacks) I’ve been trying a few different general GUI approaches,…

A new game

So I’ve invented a new game for myself, to fill time while waiting for my AI developers to finish placing monsters every time I want to test the latest developments with the new combat system. I call this game “The ground is hot lava.  If I touch it, I die.”  Most usually, I play this…

What a whirlwind week

So this last week’s been pretty hairy for me;  not yet sure what next week is going to be like.  But as a result, I really haven’t been very productive at all on home stuff;  all my attention has been on paying work. While trying to get my head back into the development space this…

Combat System 2.0 is Go (well, sorta)

In bullet point form, here’s the new stuff: Monsters and PCs are now basically the same thing, just being controlled by different AI code.  This dramatically simplified moving things over to the new combat system.  NPCs (shopkeepers, quest-givers, etc) will eventually also be controlled by this same system, but aren’t yet;  right now, they’re still…