I've been working hard to get his game out. Here are some of the things recently implemented.
* Quest system with soft-coded and hard-coded quest types.
* In-game mail
* Chat channels
* Combat
* Spells & ability systems
* Cooldowns & spell effects
* Fighter, Spellcaster, Rogue, and Cleric classes
* Guild/sub-class system
* Instances - rooms that instanced to the player. Other players will not be able to enter the same instance unless grouped with the player.
* Phasing - A system that allows rooms to be loaded/unloaded depending on quest progress. Character progression changes the way players perceive the world.
* Random Loot - Loot drops are designed to feel like roguelike games.
* Party System, including the following loot systems: Need before greed, random, free for all, and manual assign
* Spam/language filters
* Robust online editor. All game content can be created online. A built-in script editor allows builders to create interesting quests, mobs, rooms, and objects in java-like language. Compiles down to an in-game virtual machine.
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Implemented a fully functional quest log today. Next step is to create the telnet version of the quest log. Everheart may be connected to via DreamSeeker or a Telnet client. As a result, all of the fancy interfaces in the game have a text-based version that functions equally well.
The above graphic is created dynamically in a browser window. It's basically just a bunch of layered divs with transparent pngs. It is put together on the client-side with javascript. It isn't fully implemented yet, but its purpose is to help make the game more immersive by giving the player a quick indication of the time and environment. It pulls information from the room, atmosphere, and calendar.