Going to introduce you guys to this game, bit by bit. As I said with Zen, I believe a picture is worth one thousand words. Time to give you guys some more descriptive pictures!
3/28/13
-Spent the day fixing problems with the object limit. Playtested with my friend sarah for design feedback.
-Quote of the day: "You know, this might actually be one of the most fun games I've ever played, now that I think about it."
It took just as long to design these trees as it did to program them! Each one has twenty perks, carefully designed to fit a wide range of play-styles. Just about any character build possible is achievable through this tree, and quality is not sacrificed for quantity.
3/29/13
-Added 2 new hairstyles, a combover and an emo looking one
-Added some NPCs for something I can't announce
-Fixed a crapload of bugs
-Rewrote the way projectiles fire at angles
-Fixed weapons giving exp when not hitting things
-Fixed small issues in some dungeons
-Added a loading screen to save the server from.. dying
-Added "Brotherhood Armor" and "Brotherhood Hood"
-Fixed some typos in the intro cutscene
-Fixed a MQ bug
-Fixed a problem in a dialogue where FreeKing Zurue is named "Overlord Rayth"
-Added the potential for skill trainers
-Fixed some portals in Kumo's dungeon
-Did some server testing to make sure everything was going well, very pleased with the results
-Pressing 1-0 on the number keys equips magic and spells to favorited hotslots which can be accessed during game-play for ease of use
And other things....
Quote of the day:
3/30/13
-Divided map instancing into 200x200 cells, so it only increments world.maxz once every 25 dungeons generated. This increases game-play speed greatly.
-Refactored a lot of code with the help of Kaiochao
-Optimized mob/Move and the minimap
-Rewrote the dungeon save system to accommodate the new format for dungeon generation
-Entering a dungeon while one was being generated by your party's leader will now provide a message prompting you to wait until the dungeon has completed generation
-Fixed issues regarding the crafting menu
-Projectiles only grant experience if they hit a hostile mob
-Rewrote the trigonometry for the minimap so that it doesn't require sine and cosine, therefore increasing its performance
-Slightly adjusted the angles at which projectiles fire in order to test accuracy(Still needs tweaking)
-Fixed numerous bugs regarding map instancing
-Replaced findtext with == in the minimap update() proc
-Refactored the entire update_overlays() proc so that I can track what's causing it to have cpu drops
-Quote of the Day: "Falcon: better extend that deadline"
Just wandering the area near Fort Shatterpoint, in Grouhl.
3/31/2013
-Drew statue for Tor, god of wisdom, life and the Earth.
-Modified projectiles so... Well. Kaichao modified projectiles so that they had flawless precision
-Crossbows and guns now have a delay time after firing to reload. Longbows and shortbows, however, are fired by being drawn back and then released. Longbows and shortbows fire arrows at a set distance and damage proportionate to how far you drew back your bow.(Thanks to Kaiochao)
-Fixed numerous quest bugs
-Added the 'True Colors' quest, started by talking to the mysterious Fuffi the Rabbit in the Abandoned Lakehouse.(In the rabbit-loving spirit of Easter, no less!)
-Kumorii is working on a new dungeon
-Proliferated forum icons
-Did a lot of playtesting
-Fixed numerous runtime errors which popped up during playtesting(I'm quite certain I'll never see the end of these)
-Added "Abandoned Lakehouse"
-Added option to show/hide head gear
-Kaiochao is now a developer
-Further profiled and optimized code to make the game run as fast as possible
-Standardized the image for keys and notes in the inventory window
-Fixed loot flying through walls
-Added a lute... because.
-Quote of the day:
4/1/2013
-Created a trailer
-Wrote music for the trailer
-Stealth indicators are now shown on your player, so that other people can see them
-Chests now have loot based on each player. You all get the same loot, but you don't have to share it.
-Wearing a guild's armor displays your name as being in that guild
-Modified saving so that it complies with the new chest format
-Fixed frostbeam up
-Extensive playtesting
-Implemented statue of Tor
-Blazekid mapped more of the overworld
-Kumorii played with the interface and dungeons
-Kaio abused every bug having to do with the innkeeper
-Fixed multiple bugs having to do with quests that revolved around enemies dying, and other quest related bugs
-Quote of the Day:
4/2/13
-Speech bubble now appears while you're typing a message
-Added flashy splash thingy to the intro walk scene to add atmosphere
-Soldier guy in intro walk no longer runs into a poorly placed bush
-Redrew the grass borders so they look cute and clumpy and less sloppy
-Modified Serenda statue
-Quote of the day:
4/7/13
-Mapped some mountains in Rossor
-Added PVP option in the options window. Fight players who aren't in your faction.
-Added the "rogue guild" option in the options window. This toggles whether or not you would like your character to be independent or a part of a faction. Being rogue also means that it's a free-for-all in PvP, allowing players of the same faction to PvP against each other.
-Quote of the day:
"To be, or not to be, that is the question" - Falcon lazorz
4/8/13
-complete minimap bugfix overhaul
-fixed "clear out [x]" quests
-fixed enemies spawning with unplayable races
-fixed broken item paths that are null
-added numbers to spell+item lists(displays # of how many are in each category)
-optimized inv list updates dramatically
-face captain after rezzing in tutorial
-speech bubbles in dialogue when rezzing in tutorial
-summon AI dashes when you dash if following you
-Quote of the Day:
"I don't really have a quote of the day today" - Yut Put
4/9/13
-loot explosion effect caused lag
-added additional description in pivotal faction choice
-capes + back slot
-fixed multiple summon bug
-refactored stat display code
-gear better or worse than what you have is marked with a red/green "(+1)" or "(-1)" or w/e
-critical hits now have colorful, noticeable damage effects
-[ and ] keys now cycle through enemy targets, - and = the keys now cycle through friendly targets
-AI using a ranged weapon will equip a melee weapon if it runs out of arrows
-Quote of the day:
"Good quote ^" - Falcon Lazorz