Yesterday, not so good. Combination of having to spend all my coding time working on reboot/kick functionality instead of fun game stuff (yeah, I know, you can't escape the jerks), screwing it up, having people take advantage of bugs in this to try and control the game, discovering (as so many have before me) that SetConfig() is completely fubar...erg.
The good news is that I'm getting a clue about how to write admin functionality in such a way that it's testable. Often you have to implement something once before you know how to make it testable. The better news is that once this has been done right once, shouldn't have to ever do it again for a game. Yay!
Meantime, please let us know about any problems in the admin functionality (or anything else, of course).
Latest changes/fixes:
- Evil Twin frequency reduced to once in the deck.
- Electrostatic charge wasn't being deleted from the player's modules if it did zero damage, leading to various issues. (Richiebob and others)
- 9-volt battery was inadvertantly keeping a person from losing if both their power supplies were on other active bases. (Mage_Man/Richiebob)
- Magnetic Restraints that were counteracted by Hull Plating was resulting in being restrained for the entire game.
- Revised "vote to reboot" functionality designed to stop reboot spamming. Now if you start a vote and other players don't agree, you get kicked from the game. It's recommended you get an agreement from people before starting a vote.
"vote to kick" functionality is coming next. Then, hopefully, new content!
Lessee, that I can think of now are:
- Make Melted Hall tile transluscent around the edges, so things can be jiggered such that debris will show up under the Melted part. - Electrostatic charge projectile. - Coolify the Tractor and Projectile beams. - Some kind of reflective sheen surrounding or covering the robot to represent Quantum Mirror? This would appear for just a couple of seconds. If you want to brave the code for playing with the revised wall based on Xooxer's suggestion, I sent you email with pointers to appropriate functions. Otherwise I'll get to that at some point. Other things on the future plate are possibly creating some kind of background for the on-map text display (like the cool one you did for Birdland oh so long ago). I'm sure there are more modules worthy of visual representation...perhaps people will have suggestions. |
Bug Report
Mage_man boosts a module to 5. Mage_man uses Magnetic Restraints on Rayk! Rayk's Hull Plating defense activates! Hull Plating reduces Mage_man's attack by 2 rounds! Rayk is magnetized in place for 2 turns! 5 - 2 = 2? |
When you have a moment, can you give me a brief "wish list" of the next five or six art thingies I should work on?