Pastlogs
From Rafermand 2.0
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[edit] Mar 21 2008
- Fixed up the rest of the code and things are moving along. On Spring Break now from work so there should be a bit of work getting done in the next 10 days or so.
- Going to start working on some basic spells/skills and the graphical AFX effects for them. Should be fun.
- You could move around while casting which made it really easy to kite or just peck away at enemies without any real hassle. This was changed to cancel spells if movement is detected. It might redo this later to allow skills to affect speed of movement, etc.
- Put in some code to detect rotation angles so you cannot attack something behind you, etc. Also will be used with backstab and perhaps circle once I figure out what to do with circle.
[edit] Mar 9 2008
- Remembered that the code was not setup for objects yet so that is fixed. Updated mobs for both skills and spells to generate values based on level differential of obtaining and current level. Pretty nifty.
- Forum is now up. Please visit it at Rafermand Forum and signup and leave some comments or something.
[edit] Mar 8 2008
- Pretty much have the skill/spell code done and working and the GUI working like it should. I have in place script checks for just about everything now so I can code the skill/spells however I like including the variety of affects available :-). Get to work on content here pretty soon.
[edit] Mar 5 2008
- Working on some parsing for a lot of skill/spell functions to allow variables to be passed. So far it is working out pretty well. I would say I am on schedule with everything and things are going pretty smoothly. I have spring break off and will be working on the game quite a bit during that time and the remaining weeks between then and now. If things go smoothly Alpha might be moved up to late summer.
- Plan on getting a forum put up soon so if there are any lurkers that want to discuss things moving forward they can (and mainly to get lurkers).
[edit] Mar 3 2008
- More GUI updating (well useful stuff now). Have the skill mastery system up and working for skills. Not sure if it is going to be the final result of the GUI look (screeny is up for it), but you get the idea. Moving on to add some kind of function to calculate values based on the skill/spell.
[edit] Feb 17 2008
- Well there went 10 hours. Working on new Skill GUI layout (along with learning a crapload of other stuff as I work on it). I now have a very good understanding of most of the client/server functions and how the skill/spell core works. Look forward to churning out some skills/spells here soon. A LOT is in place already to do what I have already with 1.1 and 2.0 skills/spells. Will most likely result in more skills/spells in Alpha than originally planned.
[edit] Feb 16 2008
- Migrating webserver over to the new server. Wiki is currently up and not running slow as hell before. Will be working on other sites soon.
[edit] Feb 12 2008
- Elvisman is going to be partnering into the project. He will be helping with 2d work, sounds, and some web work. Will be looking for more people to join in the team as we go along, but he has experience with the kit already so it will help out a lot :-).
- Working on the skill GUI along with adding changes for skills points/mastery for skills.
[edit] Feb 09 2008
- Been working on some GUI elements (starting with items).
- Working on the skill GUI now. Modified it from the original version.
[edit] Feb 04 2008
- Well I did get some basic combat changes done and some more documentation added.
- Adjusted the tick rate down to 0.1 and set some defines so it can be flipped back to a higher value if needed. Going to work on having quick battles and pretty decent speed settings on weapons/spells/skills
[edit] Feb 01 2008
- Have 2 full days to work on things :-). Hoping to have the basic combat changes made this weekend
- Going to be moving to our official testing server soon and will be moving this website and some others over soon. Should speed things up greatly.
- Added an inn keeper for testing.
[edit] Jan 27 2008
- Ripping out some class/stats currently, I will be documenting some information in the wiki and linking it together as I go along. I am eventually going to be moving to another server because this thing is just way too slow on PHP scripts.
- Excluded all the classes I did not want (only 6 base classes for now) and implemented the 12 races and their models. Still not sure I will start with the evil races, but they are an option for the time being.
- Modified the base stats and set them up properly for each race. Still need to do health some other stats though.
[edit] Jan 26 2008
- Been busy working on this, just haven't done any updates recently. Should hae more time in the following weeks/months to dedicate to this.
- Finished up the bird model and UV maped it. It looks goofy, but it kinda works. Still needs adjustments, but I moved on.
- Created a mstat command to mstat a mob and provide more information about it.
- Working on that stat system and totally redoing it.
- Removed the reboot/shutdown part for now. It was screwing things up and I think I know why now.
[edit] Jan 01 2008
- Added a reboot/shutdown command to the game. It was missing one :-(
- Modifier the dwarf model to look like a gnome and used "Larry" for the UV mappings. Not bad for my first modification
- Working on a bird model from scratch. The actual poly model is done (not bad for someone with no talent), now I need to rig it and set up the UV map for it.
- Updated the client installer and fixed an issue. So far so good.
[edit] December 28 2007
- Finished up most of the tutorial on how to use the kit (addings mobs, quests, objects, vendors, etc). Spent some time tracking down some code to understand a few things (again it kind of runs like a mud). Need to figure out how to do some debugging soon so I can get a better handle on some things.
- Purchased some content (models for PCs and enemies). Should make for a nice start.
- Found some free content for trees and such. Not bad stuff.
- Created a very crappy looking house using Torque Constructor. Well at least I kind of know how to use it.
- Purchased Milkshape 3D. Haven't messed with it much yet besides looking at the models I purchased. This area will most be likely will I will end up paying out the majority of my funds to.
- Learned how to flatten out the terrain so I can start with an even terrain and move on from there.
- Changed a model by adding some facial hair. Nothing major, but it worked :-)
- Fleshing out some game mechanic ideas in my head. Current ones will need to be completed removed and replaced before I can really start building the game. Mostly the combat/stat/skill/spell system. They are some decent mechanics already in place for skills/spells, but some more need to be coded in.
[edit] December 17 2007
- Noticed I missed a section of documentation about how to add new games/zones. After following directions from the Community documentation and a post here the issue was resolved. Now have a Rafermand installer (mostly, still have some strings to rip out).
- Attacked level 20 guard, died a horrible death. Reminds me of Everquest....Needs some changing...
- Setup this wiki to document changes
[edit] December 16 2007
- Figured out the Kit IDE and finally was able to test a zone without playing it on multiplayer (via the IDE). Followed *some* of the directions on how to create a new game and add new zones. Created new zones and linked them and added a spawn.
- After pulling much hair found out that Torque doesn't like spaces in the name of their objects. It literally would not load the zone. Had to manually edit the zone file to fix the issue.
- Created batch files for the startup process/time sinc fix/svn commit process.
- Tried to create a new installer and it bonked out. Ended the morning there.
[edit] December 15 2007
- Installer was working (for now). Ran into the dreaded time sync issue (Genesis error). Fixed was posted here awhile back.
- Fiddled with the Kit IDE to some avail. Still was having isues getting it working though.
- Ran into some issues with textures not getting copied over to the client. Learned more about the svn patching services.
[edit] December 14 2007
- Downloaded the tool kit from mmoworkshop.com and started a LAN install for testing between my local Vista box and my Server 2003 test server. After much fiddling and reading of the useful documentation it was up and running. Started working on getting the installer working for my workstation.
