Refactoring

Since I’ve spent so much time on exciting new tech recently, I decided that it was time to buckle down and do some of the less fun work that’s been needed for a while, improving the code which I’ve inherited from MMORPG Tycoon 1.1, and which it in turn inherited from version 1.0. It’s important…

A brief note

Sorry for having gone rather silent for the past week on the development front;  I’ve been hard at work on “the secret third game mode” that I’ve mentioned a few times before.  To be honest, this secret third mode is probably actually the fourth game mode;  there’s “on foot” (which is mostly about collecting and…

Class abilities

This UI is obviously placeholder and terrible, but the game mechanics are now going in. Those who were following the development of MMORPG Tycoon 1.1 (before I cancelled work on it) will remember that the major new features in version 1.1 were going to be the new, more interesting player AI model, and the user-adjustable…

Math is hard.

Stuff from today: I fixed up the generation of the Voronoi cells, so that there are no longer “empty spaces” in the corners and edges of the map, as I mentioned yesterday.  It’s true that having them there wouldn’t have caused a problem for regions, but I’m planning to use this code for a few…

Regions moved over to the new map system

Apologies;  I promise that there’ll actually be some colour in tomorrow’s development screenshot! So today I’ve done a few more bits and pieces.  First, I fixed the weird clipping bug in the northwest corner of the map which I mentioned yesterday (it was just float imprecision.  Gotta love it!).  Second, I moved the generation of…