Apologies for the recent silence

Haven’t had a whole lot to say in the past week;  various potential (but not yet accepted) real-life-income-making details have been taking up all of my attention, so I haven’t actually gotten much coding done at all. I was particularly surprised at the level of response I got to my earlier comment about master classes;…

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…

Master classes

As a lead programmer at Krome Studios, one of my Key Performance Indicators (which, sadly, was never enforced or even encouraged in practice) was to give a minimum of one master class per year, to pass on acquired knowledge from the old-timers to the newer employees.  I think it’s a real shame that nobody ever…

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”)…