GraveShip

So today I started work on the GraveShip, which I’ve mentioned a few times in the past.  In MMORPG Tycoon, the graveyard is treated as the intersection between the development world and the in-game world.  Everything that enters the world or leaves the world comes in or out through these graveyards.  (The only exception being…

Roads video

Sorry for the long delay on this!  It took me about six tries to manage to upload the video;  it always stalled out at around 82% uploaded.  Eventually I had to copy the file to a different computer, and do the upload from there.  Regardless, here’s the long-promised video. In the video, you’ll occasionally notice…

Roads

Early post, today, as I have roads!  Or at least, I have white ribbons that work like roads.  In this screenshot, what you’re looking at is a starting area in the very foreground, an inn in the middle left, a graveyard in the middle right, and a quest giver on top of the mountain in…

Another sick day

I’ve been feeling mildly ill for about a fortnight, now, but today was particularly bad.  I’ve mostly been taking it easy, but I did take the time to get the “remove building” and “move building” functionality from MMORPG Tycoon 1.1 working in version 2.0.  The trickiest part about it was that when moving a building,…

Selecting

This is a little ugly, but functional.  Today, I implemented polygon-accurate picking of buildings, players, and monsters.  That is, the cursor now moves over and reacts to these objects rather than ignoring them.  I also implemented a mechanism by which the cursor can find out not only where it’s bumped into something, but also precisely…