Tuesday, May 25, 2010

Attacks and a Theme (Of the Literary Sort?)

Sorry for the slow pace. Basically, I've figured out how to separate attacks properly. The BEFORE stage (fullsim only, recount) merely handles checks, intelligently serializes the data, and the ON stage shall now handle range-resolution (finding targets) and damage calculation. This is simple, actually. Now timing can be internally implemented with my snooze() function, a little POE trick to blockingly idle inside a subroutine. In the client or singleplayer mode, the View may inject its code to draw animations. Anywhere that's fullsim (server or singleplayer), the appropriate snoozing will occur and then the attack is executed as usual.

The short of it, though: I'm off to visit friends. If I make it back before the A.M. (dubious), I'll have it working.

My other idea... I want a themed dungeon set as soon as possible for people to seriously play. Aether Plains is a grand idea, but cloud generation and elevators and such is incredibly tough. It still works from last summer, but improvements will require rethinking and... you should all know about how long that takes now. So I'd like to expand another idea, instead: the Hotel Asymptote (probably to be renamed) in Cyphen. My jumble of ideas:
  • Players may create and furnish their own rooms
  • Playing with the concept of height / moving between floors
  • Messing with your conception of whether you are inside or outside... which walls may be hollow? Why assume walls do not slide, rotate, pivot...?
  • A fully trained staff to cater to your every needs... but do you remember what it is you were looking for...?
  • A way to use your attacks and gain experience without fighting monsters... per say.
  • Parties. The sort  with music and dancing.
  • Visually, light will become a much more valuable commodity than it is in the perpetually lit (or unlit?) Cyphen.

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