MUD Updates
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Update v0.0285
Quite a big jump in versions!
Truckloads and truckloads of bug fixes, tweaking.
AI is now in a Okay for now state.
They can fight and flee, check their inventory and equip themselves.
Also (Surprise!) they can now build for you and with you.
The construction skill is functional but still requires bugfixing and tweaking.
As of now the speed of a player building is Much faster than a NPC and there's no real reason to it.
The messages also appear two or three times the actual need which is weird.
Limbs now have their own seperate health and I've added Brains and heart to the actual bodypart list.
Truckloads and truckloads of bug fixes, tweaking.
AI is now in a Okay for now state.
They can fight and flee, check their inventory and equip themselves.
Also (Surprise!) they can now build for you and with you.
The construction skill is functional but still requires bugfixing and tweaking.
As of now the speed of a player building is Much faster than a NPC and there's no real reason to it.
The messages also appear two or three times the actual need which is weird.
Limbs now have their own seperate health and I've added Brains and heart to the actual bodypart list.
UPDATE
Mud is now updated to 0.023
Started working on a Human AI
Added a lot of checks and functions to support it like deciding to fight or flee by comparing enemies against weapons and health.
Also added a weapon value comparison that checks if the weapon you have has more value to you (Skill + Weapon Value).
Those things will allow an NPC to properly equip itself so you can give it weapons and it can fight zombies without being
suicidal.
Started working on a Human AI
Added a lot of checks and functions to support it like deciding to fight or flee by comparing enemies against weapons and health.
Also added a weapon value comparison that checks if the weapon you have has more value to you (Skill + Weapon Value).
Those things will allow an NPC to properly equip itself so you can give it weapons and it can fight zombies without being
suicidal.
Update
Mud has now updated to 0.022
Fixed a truckload of bugs
Rewrote Zombie AI to be a little more interesting.
Started work on the sound system
Tweaked Guns hit ratio and added proximity bonuses instead of only pointblank.
Made dual wielding melee weapons swing twice instead of a combined one.
Added a Monitor function to monitor rolls, AI Stuff and everything that could Bug or need tweaking.
Fixed a truckload of bugs
Rewrote Zombie AI to be a little more interesting.
Started work on the sound system
Tweaked Guns hit ratio and added proximity bonuses instead of only pointblank.
Made dual wielding melee weapons swing twice instead of a combined one.
Added a Monitor function to monitor rolls, AI Stuff and everything that could Bug or need tweaking.
Re: MUD Updates
Updated the mud to 0.021
the Script system skeleton is in place.
A lot of shit to add and tweak for a full campaign / mission but
it can now function and it's spawn character is already implemented.
I've made a small Graveyard map with spawning zombies.
Made me see how lacking the AI is.
Zombies should be attracted to sound and the living, otherwise stand still or shuffle around aimlessly.
I'm thinking of adding a few extras, a zombie getting a human target will moan hungrily, getting other zombies
to be attracted at a potential food source, thus try to follow the zombie.
Then, the elusive scent trail. Not sure how much of a memory/cpu hog this will be but I think it'd be a great addition.
the Script system skeleton is in place.
A lot of shit to add and tweak for a full campaign / mission but
it can now function and it's spawn character is already implemented.
I've made a small Graveyard map with spawning zombies.
Made me see how lacking the AI is.
Zombies should be attracted to sound and the living, otherwise stand still or shuffle around aimlessly.
I'm thinking of adding a few extras, a zombie getting a human target will moan hungrily, getting other zombies
to be attracted at a potential food source, thus try to follow the zombie.
Then, the elusive scent trail. Not sure how much of a memory/cpu hog this will be but I think it'd be a great addition.
Re: MUD Updates
Updated to 0.020
So I fixed the charmaker bug, means I pushed the CSheet back to its original priority.
However, SURPRISE! Trigger system is started.
For now 23 triggers each with conditions and actions.
Some of the planned stuff I'm going to have a hard time pulling off
but if I don't finish it now I'll just add a few like spawn npc for beta runs.
So I fixed the charmaker bug, means I pushed the CSheet back to its original priority.
However, SURPRISE! Trigger system is started.
For now 23 triggers each with conditions and actions.
Some of the planned stuff I'm going to have a hard time pulling off
but if I don't finish it now I'll just add a few like spawn npc for beta runs.
Re: MUD Updates
Updated to v0.019
Character Maker is done.
Still a bug or two I need to fix.
To fix them I must make a character sheet viewer in the clientside.
It was planned eventually but I guess it has to be the new priority..
Character Maker is done.
Still a bug or two I need to fix.
To fix them I must make a character sheet viewer in the clientside.
It was planned eventually but I guess it has to be the new priority..
Re: MUD Updates
Updated the mud to 0.018
Numerous bugfixes on the new stuff.
95% finished on the character maker.
Numerous bugfixes on the new stuff.
95% finished on the character maker.
Update
Updated the mud to 0.017
Character creation is now at 90%
The only thing left is Metaphysics then a few tweaks here and there
to properly save the character and load it.
If anyone actually reads this forum, post about it so I know someone does heh.
Character creation is now at 90%
The only thing left is Metaphysics then a few tweaks here and there
to properly save the character and load it.
If anyone actually reads this forum, post about it so I know someone does heh.
Update
Updated the mud to v0.016
Fixed the Doublesight bug and the Unconscious spam bug.
Online Character Creator is about halfway done.
Had to rewrite a lot of the logging on code but it will now put everyone in its proper processing spot.
Also updated the pfiles loading methods to a better alternative.
Fixed the Doublesight bug and the Unconscious spam bug.
Online Character Creator is about halfway done.
Had to rewrite a lot of the logging on code but it will now put everyone in its proper processing spot.
Also updated the pfiles loading methods to a better alternative.
MUD Updates
Currently, the mud is v0.015
I will post here the updates as it goes.
The next major priority is to include a runtime character creation.
The offline app can still be used to create one but will no longer be updated.
Minor upcoming changes
==================
Fix Doublesight Bug
You are unconscious and cannot act bug
Add Npc Spawners
Make Normal deaths bodies "ABANDON" bodies
Fix Dual Wielding Penalities
Make werewolf unable to hold weapons
Consider toggleable effects for bodyparts (bleeding, disease, broken, burnt, bitten)
Wings at 20% Size allow Balance (Helps not getting damage when falling)
Wings at 40% Size allow Glide
Wings at 60% Size allow flight
Horns size 1 adds 1*str piercing damage to the regular headbutt
Horns Size 2+ convert it to 1d4 + size * str piercing damage
Add Headbutt Attack
Tweak Guns Bonuses and hit ratio
Add Interruption / Penalities for being attacked while gunning
Make a list of Active players and Inactive ones (Less CPU hog, easier replacement)
Light System
Sound System
Finish up Skills
Grapple System
Vehicle System
Object Character Inventory (Bags that can hold characters)
Size and two handed related Tweaks
Electronic Devices
Make Vision perception based
I will post here the updates as it goes.
The next major priority is to include a runtime character creation.
The offline app can still be used to create one but will no longer be updated.
Minor upcoming changes
==================
Fix Doublesight Bug
You are unconscious and cannot act bug
Add Npc Spawners
Make Normal deaths bodies "ABANDON" bodies
Fix Dual Wielding Penalities
Make werewolf unable to hold weapons
Consider toggleable effects for bodyparts (bleeding, disease, broken, burnt, bitten)
Wings at 20% Size allow Balance (Helps not getting damage when falling)
Wings at 40% Size allow Glide
Wings at 60% Size allow flight
Horns size 1 adds 1*str piercing damage to the regular headbutt
Horns Size 2+ convert it to 1d4 + size * str piercing damage
Add Headbutt Attack
Tweak Guns Bonuses and hit ratio
Add Interruption / Penalities for being attacked while gunning
Make a list of Active players and Inactive ones (Less CPU hog, easier replacement)
Light System
Sound System
Finish up Skills
Grapple System
Vehicle System
Object Character Inventory (Bags that can hold characters)
Size and two handed related Tweaks
Electronic Devices
Make Vision perception based
ZombieFeastMud :: Categories :: News
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