Archive for January, 2009

the arena

01/29/2009

An idea that dgrey had brought up a couple times was that of converting the randomly generated dungeons to be scored (by how long you last), and have a highscore list, to encourage competition. I thought this was a pretty good idea, so over the last 2 days or so, I’ve added it. It’ll need a fairly significant amount of balancing and so forth I’m sure, but it’s a step in the right direction.

As a footnote, I’ve also made it so several sorts of monsters are particularly vulnerable to “silver” weapons. They take extra damage equal to their own xlvl. I’ll leave it to players to figure out which monsters are effected.

Advertisements

a new, friendlier twilight

01/28/2009

It never ceases to infuriate me when I get silly questions that are answered right in the “Playing the Game” help file that I added but apparently no-one reads. I’ve also gotten a couple comments that an introductory tutorial would be helpful for beginning players. So, I added one. After a new account is registered a series of tips about basic gameplay pop up on the screen, one at a time, so anyone who doesn’t mindlessly space through them will have at least a basic idea of how to play the game. I also threw in an ad for the in-game help that no-one seems to ever discover (even though there’s already an add on the welcome screen). That’s my major development for today.

Yesterday, after I posted my update about item drops, I made another small change that is of interest to no-one expect me, but I’ll tell you anyways. Friendly NPCs wander randomly about the map. It’s in their AI. What’s not in their AI is to keep them within a certain distance of where they spawn (ie, where players expect them to be). And there was no really easy way for me to limit them either. So since I was bored, I added “cage” zones to the code. Any friendly NPC who is spawned inside a “cage” is prevented from ever leaving it. This saves me quite a few headaches, and addresses a problem that’s been needing to be solved for awhile.

variable xlvl drops

01/28/2009

So today I did what I should have done a long time ago, but never thought of until dgrey mentioned it. I added a little randomness to the xlvl that is used to compute what drops you get from a particular monster. Previously, all monsters dropped only gear from their “xlvl bracket.” So that meant that you had to go to a very specific monster group to get what you want. Now drops are selected in a bracket of [xlvl-4,xlvl+2], which will make it much easier to get the gear you want. The downside is that there’s now much less incentive to explore various areas of the map, but I’m looking into adding more story elements to combat that.