Today’s progress

Didn’t get as much done today as I wanted to. From yesterday’s list, I converted the top left information box to display the avatar’s statistics instead of the MMO statistics, and I got the player’s action bar to display and trigger the abilities of the avatar that the player’s currently inhabiting. However, I ended up…

Avatar

So I’ve got the ability system mostly set up, and now need to actually start using it.  After some gentle prodding from Increpare (thanks, dude!), I’ve got the player able to control a PC within the game world. So far, the player can move around the same way that regular AI PCs do.  He has…

Further dull development

Oddly enough, these dry bits of engine development are often the most exciting to me, since they open up all sorts of exciting new possibilities, and make development substantially easier in the future. I’ve been doing further development on the “automatic save/load” system that I’ve talked about before;  the system which automatically handles loading and…

Designing Combat System 2.0

Over the weekend, I’ve been working on setting up the new combat system for MMORPG Tycoon 2.  It’s still very much just a framework, but it’s starting to take shape. Here’s the basic idea: Each MMORPG game has a set of attributes.  The first attribute is “health”, and the player can set any number of…

Little bits of speed

Not a lot of coding time today, so I just tackled a few speed issues that had arisen in the last few days. The major one is that now that full procedural objects are being baked together into a single mesh (instead of lots of individual sub-meshes), the process of optimising those super-meshes was very…