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Just a quick progress report, the new AJAX based combat is coming along nicely with 1200 lines of code and counting. It is by far the most complex script I've had to write as it handles PvP in the wasteland and hive, hunting groups, hunting special NPCs, fighting guards and fighting roaming NPCs. All in one really big script.
Not sure when it's going to be done yet, the back-end is about 80% complete with work on the front end not started yet. Once it's done the Development server will be wiped clean and be coming back online for Avatars to test.
It also incorporates the new method for distributing items and stats to NPCs and the new combat equations that at present increase a players chance to hit from as low as 20% in the current system to an average of about 80% between 2 equally matched opponents. You wanted less randomness in combat, you're about to get it, only testing will decide how well it works.
Not sure when it's going to be done yet, the back-end is about 80% complete with work on the front end not started yet. Once it's done the Development server will be wiped clean and be coming back online for Avatars to test.
It also incorporates the new method for distributing items and stats to NPCs and the new combat equations that at present increase a players chance to hit from as low as 20% in the current system to an average of about 80% between 2 equally matched opponents. You wanted less randomness in combat, you're about to get it, only testing will decide how well it works.
So, I guess you're wondering what I'm working on right now. Apart from some template stuff for Fallen Sword, my main project right now is the AJAX based combat system. As I know this is what most of the old players want, incorporated in to this we're also running the current combat system through lots of testing.
My aim with our combat equations is to remove as much randomness as possible, without upsetting the game balance or levelling speed as I'm happy with those. Right now we're thinking of scrapping our current equations for new ones that would see your stats have a significantly bigger impact on fight outcomes than they do now.
We may also make you hit a lot more frequently, but increase the energy cost for each attack... so players don't level a lot faster from the shorter fights.
The hunting NPC stats and items are also under review, there is a post up in the Elders forum demonstrating my new hunting NPC generating functions. The aim being to make initial NPCs a lot easier, then gradually make them harder, with the 40 - 80 hunting groups being as challenging as possible... which currently they are not.
My aim with our combat equations is to remove as much randomness as possible, without upsetting the game balance or levelling speed as I'm happy with those. Right now we're thinking of scrapping our current equations for new ones that would see your stats have a significantly bigger impact on fight outcomes than they do now.
We may also make you hit a lot more frequently, but increase the energy cost for each attack... so players don't level a lot faster from the shorter fights.
The hunting NPC stats and items are also under review, there is a post up in the Elders forum demonstrating my new hunting NPC generating functions. The aim being to make initial NPCs a lot easier, then gradually make them harder, with the 40 - 80 hunting groups being as challenging as possible... which currently they are not.
Work is now under way on the new Legacy wallpaper that will be the default for new players. We plan on including Tyran, Seraph and our new level 90 hunting boss that has yet to be released. Needless to say drawing them as high resolution characters presents and interesting challenge.
OldLace is collecting feedback on the main forum, feel free to post comments here though. Below is the work in progress drawing our level 90 guy, click for a full resolution version.

OldLace is collecting feedback on the main forum, feel free to post comments here though. Below is the work in progress drawing our level 90 guy, click for a full resolution version.

I'll be rolling out some updates from the Dev server later today, they may seem a little random at the moment but they all serve a purpose. Right now I'm just trying to get my development server back in sync with the main game so I can continue to do small bug fixes and such.
The changes that will be implemented are listed below...
The changes that will be implemented are listed below...
Sector bar has been renamed to navigation under template control.
Navigation can now be made part of the drop down menus or positioned next to the combat log, along with all previous options.
Quick links no longer shows in the menu while it is being displayed in a side bar.
Drop down menus are now slightly transparent and have animations.
Drop down menu animation and speed can be adjusted under game options.
Hunted cow copyright notices and links have been added to the bottom of pages.
Logo switched to match the logo on the portal.
Tutorial framework implemented, tutorials have not been designed yet though.
Navigation can now be made part of the drop down menus or positioned next to the combat log, along with all previous options.
Quick links no longer shows in the menu while it is being displayed in a side bar.
Drop down menus are now slightly transparent and have animations.
Drop down menu animation and speed can be adjusted under game options.
Hunted cow copyright notices and links have been added to the bottom of pages.
Logo switched to match the logo on the portal.
Tutorial framework implemented, tutorials have not been designed yet though.
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
