More and Less

In an effort to make the early game of MMORPG Tycoon 2 easier, I’ve recently been modifying a few of the older design elements.  For example, in versions 1 and 1.1, the player had five character classes and ten monster types which he could specify and balance.  In 2.0, since these now have far deeper…

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…

Levels and Streaming: a Retrospective

In my days as an amateur magician, I noticed that as a magic-practitioner myself, I watched other magicians’ performances with a different eye than I had, when I was merely a normal spectator.  I stopped being surprised or amazed when cards were discovered in unlikely places or when the shapely lady who, just moments ago,…

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…