Anyways, some things changed:
Things were looking a bit too blockish, so I went ahead and tried to mix things up. Using my dynamic lighting program and math, I was able to create a transparent gradiented circle around the screen to make up my lack of internet. I am not satisfied, if anybody has a perfect circled transparent gradient post a link in the comments.
As for the gradiented dynamic lighting, I have a few problems to address, but I basically have a system that hogs virtually zero cpu.
- Version 0.7 --- 9.30.10
- Design document created and in process. When this completes, work on spies will progress at a much more rapid rate.
- Fixed up the login system. You (your physical computer and network) can only create 1 character and only 1 character at a time can be logged in. This system may go two ways based on results. I realize this makes it tough for different physical humans sharing a computer to each have a character within spies, but this usually isn’t the case. I will either reinforce this or I will lessen the restriction.
- Anybody is capable of having a character within the game of spies. Anybody logging in can create and save their spy, including no keys for distribution purposes. Which brings me to my next point-
- Banning. Don’t think because you can have a character with a guest key makes you invulnerable to banning. When a spy is banned from the land, the system will find every key who logged in through your ip address and your physical computer. Your IP and physical computer will be locked out and you will have to find a new computer with a different IP address with a new key to pass the system. Is it that worth it? All it takes is one click to ban you, while leaving you having to find another computer with another network and a new key to log back in.
- Created a quick-login where the system stores your previous login name and password. Clicking your name in the valid names list will type in your name and password. You can then login by clicking proceed, delete by clicking retire.
- New highly saturated grass (compared to old grass) to spruce up the city. I love the low saturated look, but when the agent gets into the city everything is a little TOO gloomy and dark. Great for agencies but cities I will be focusing on making a little brighter.
- A market system has been added. Purchasing items will increase their value and reduce their sale price. As time goes on these will slowly ramp up to their original values. Therefore the same item bought many times over short periods will up the values greatly, taking longer time to reduce back to original.
- Internal workings organized. Processes are being called in different locations, the effect has drastically reduced system cpu while achieving the same effects.
- A year system has been created. Every in game year is about 5.42 days long which began around July 31st, 2009, the last known date I believe I started the game. Current year is 92. This in combination with the aging system will be used to reward long term players with certain unlockable missions and technologies. Will also be used to record event dates within the land.
So far that’s the only progress made. My main focus is the lengthy design document. When I know exactly what I need to put into the game and exactly how it works, my progress will rapidly increase. Some things to come for the next version;
Upcoming version 0.8
• Security devices.
• Vendors
• Research facility functionality, as well as blueprints
• Bug fixes
That's all for now, I might be hosting the game next saturday, I've got to check my schedule but that's the most likely time you will be able to play the test version.