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…

Easing back into development

So after about a week’s break, I’m venturing back into code again. I’ve mostly been starting slow, with  minor improvements to the code, before starting on the big ticket items that lead toward finishing milestone 1.  First up, I’ve improved the placing of roads.  For anybody who played with version 1.1, you’ll recall that if…

Stroke-based mountain range

Yesterday I showed the first bridge in MMORPG Tycoon 2.  Today, I’m showing the first human-placed mountain range.  Under the new system, you can place big terrain features using almost exactly the same interface as is used to place roads.  Select the type of terrain you want, then draw a line showing where you want…

The first bridge

So I decided to use my existing “road” functionality to handle terrain placements;  in the same way that you can place roads to link together buildings, you’ll be able to place “terrain strokes” (todo:  find a name for these that doesn’t suck) to adjust the terrain in various areas. This had some advantages and disadvantages.…