Saturday, July 26, 2008

Soulkeeper MUD dev pt 7 - Combat changes

Spent today putting in critical hit combat events. While I was doing it, I thought it would be pretty good if you could see the actual damage you did each hit, so I've added that after the damage message as well. The critical hits work for spells as well as melee damage.

I also did a bit of play testing, to see how things are meshing together. Found a few oddities, mainly because a whole heap of vnums are hardcoded into the header file, and they point to rooms like guild-only locations, which just by chance overlap the vnums of the city I have developed. So when it wouldn't let me enter some rooms, it took a bit of digging to find out why. Tested other things like scaleability, instance hardness, etc. It's looking more complete by the day!

Wednesday, July 23, 2008

Soulkeeper MUD dev pt 6 - Hot reboots

Another feature worked itself into soulkeeper mud today. Copyover, or as some people call it, HotReboot, is a great bit of code that allows the mud to be rebooted, with new code updates, without disconnecting everyone. It's now on soulkeeper and works like a charm. It didn't play well
with mccp at first, but I got that fixed up.

Didn't quite get around to doing the combat enhancements, hopefully I get some time tonight to do those!

Tuesday, July 22, 2008

Soulkeeper MUD Dev - Pt 5

Yay! I've finished all the mob creation routines for instances. Now a builder can set the flags for bossmobs in the room definition, and it will pick one randomly from the created boss mobs. I'm keen to set up a low level player and start testing it. Soulkeeper now has 48298 lines of code, using 'more *.c | wc -l'. That's not entirely accurate of course, but a good roundabout figure nonetheless.

Next on my list is a revamp of combat code. Part 1 is going to be adding critical hit chances, that do double damage. This is also because one of the possible item affects is adding to critical hit chance. This will be seperate for spell and melee. I'm toying with the idea of having a location-based damage system. I have to be careful of scope creep though, otherwise I'll never get this finished.

I guess I'll have to prioritise. I'm also considering opening up the mud soon to builders and IMM applications.