TMWServ Development Report July 2007
Posted: 30 Jul 2007, 21:29
Thanks to Guillaume "Silene" Melquiond, who is currently doing the TMWServ development almost single-handedly, we made some very big advances in the last months.
The inventory and item system made very good progress. Monster can now drop items when they die, items can be traded between player characters (although this does still need some tweaking) and the equipment look of players is communicated. Unfortunately there isn't a way for equipping and unequipping stuff and equipment doesn't affect the character attributes yet. Reasons for this being lack of conceptualisation of the game mechanics. Rotonen and me will start a big conceptualisation cleanup tomorrow to decide upon the details of the equipment game mechanics.
A lot of stuff that was hardcoded before like spawn- and teleport areas is now read from map files. Another step on the path of making administration without any programming knowledge possible.
A provisorical NPC engine has been implemented. NPCs can now appear on maps and you can have multiple choice dialogs with them. These dialogs haven't got any gameplay effects yet. This will have to wait until we got the scripting backend running.
Now we only need a complete inventory and equipment system, exp gain, trading with NPCs and fixes for some small quirks and we are close to a public test of tmwserv.
The inventory and item system made very good progress. Monster can now drop items when they die, items can be traded between player characters (although this does still need some tweaking) and the equipment look of players is communicated. Unfortunately there isn't a way for equipping and unequipping stuff and equipment doesn't affect the character attributes yet. Reasons for this being lack of conceptualisation of the game mechanics. Rotonen and me will start a big conceptualisation cleanup tomorrow to decide upon the details of the equipment game mechanics.
A lot of stuff that was hardcoded before like spawn- and teleport areas is now read from map files. Another step on the path of making administration without any programming knowledge possible.
A provisorical NPC engine has been implemented. NPCs can now appear on maps and you can have multiple choice dialogs with them. These dialogs haven't got any gameplay effects yet. This will have to wait until we got the scripting backend running.
Now we only need a complete inventory and equipment system, exp gain, trading with NPCs and fixes for some small quirks and we are close to a public test of tmwserv.