<\/a>So as I was implementing the mechanics of selecting objects and getting information about them, I was reminded about just how hilariously awful my character name generation code from MMORPG Tycoon 1 was. \u00a0Generating such unpronounceable character names as “Iqkeb”, “Adqiy”, and “Ojkage”, it really is going to need a big overhaul for MMORPG Tycoon 2.<\/p>\nSubscriber names, on the other hand, are mostly okay, if sometimes a little bit old-fashioned and US-centric, as they’re being generated via statistical data from a 1908 US census. \u00a0I probably won’t have to modify those immediately (but in a later version of MMORPG Tycoon, it might be nice to start thinking about the home countries of subscribers, and generate appropriate names and play schedules based upon that).<\/p>\n
New today: \u00a0I’ve modified toons, monsters, buildings, roads, and the graveship to all derive from a common base class, which handles the mechanics of being selected by the cursor, and implements the selection mechanics. \u00a0Now when you click on something, information about that object appears in a box in the top middle of the screen. \u00a0Still to do is adding a button which will bring up a detailed information\/settings window to show further information. \u00a0This has also brought to my attention that there’s something going slightly wrong about selecting roads; \u00a0roads seem to be acting as though they’re closer to the camera than they should be, and so it can be very difficult to select a player who’s moving along the road, rather than selecting the road itself. \u00a0I’m kind of dreading jumping into that collision code and trying to debug what’s going wrong.. \u00a0but that’s what I’m going to have to do. \u00a0I’ll look at it tomorrow.<\/p>\n
Also today, I drastically improved the look of the region boundaries. \u00a0You might recall the region boundaries from earlier screenshots; \u00a0they were huge sharp plateaus, and often had giant artifacty diagonal shadows running in patterns along their sides. \u00a0These new region boundaries are much softer and the lighting on them is heaps better. \u00a0I’m still expecting to modify them to look more like mountain ranges, but at least I’m not embarrassed to include them in screenshots any more!<\/p>\n","protected":false},"excerpt":{"rendered":"
So as I was implementing the mechanics of selecting objects and getting information about them, I was reminded about just how hilariously awful my character name generation code from MMORPG Tycoon 1 was. \u00a0Generating such unpronounceable character names as “Iqkeb”, “Adqiy”, and “Ojkage”, it really is going to need a big overhaul for MMORPG Tycoon…<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":""},"categories":[3],"tags":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/po9WK-cm","_links":{"self":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/766"}],"collection":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/comments?post=766"}],"version-history":[{"count":0,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/posts\/766\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/media?parent=766"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/categories?post=766"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vectorstorm.com.au\/wp-json\/wp\/v2\/tags?post=766"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}