29 Jun, 2009
Increasing the speed
23 Jun, 2009
Map and battles
The hidden work to bring NEaB and Banworld together is going forward. I managed to remove the hard link between map objects and code, now we use "names" which are defined in the config.php. For the player it means nothing, but for the developer it means tiles and actions are not anymore glued together.
Also the work on the path solving algorithm is now finished, and both the map and the combat code use the same function. Pets should be a bit smarter and the click walk should start to work in a good way.
19 Jun, 2009
Battles code, monster movements and ingots
My work continue: I changed the way monsters walk, now they should wander a bit more and if near the player really try to reach him/her.
Also due to the good path solving code I came with, (used for the map click, and monster movement on the map), I decided to make some cleanup in the battle code too. But as I could not stop there, I added a click to walk in the battle too.
Finally I tweaked a bit the number of ingots players may find in the mines.
16 Jun, 2009
Auto-equip
16 Jun, 2009
Click to walk
The click to walk feature of Baneworld has been (somehow) also incorporated in the NEaB engine, well actually I could say it's a complete rewrite, as we do use a kind of algorithm to solve paths, where Baneworld was just going approximatively to the wished direction. We also have a preference in our preference panel so players can choose to use it or not.
This is just another "small" step toward a common code base. Stay tuned to see how things progress.
13 Jun, 2009
Finally starting to code (again)
I finally reached a point with the new version of Baneworld (let's call it Baneworld 2.0) where I'm able to work on the code again. Makes me feel happier again. Of course now nothing works, but at least I can see what I should do. As soon as I have something playable (more or less at least) I will set it up on the server and everybody will be able to test it and see the differences with the old code.
Keep in mind this will still be a long process, so for example the look & feel of the game will be like NEaB at the beginning and will not be like what everybody expects from Baneworld. I will try to keep the homepage like it is at the end, as well as the in game color scheme. However we will go for something like NEaB regarding chat, loading maps, multi-player battles and much more.
For the Baneworld specific features (besides the quests of course), like the
guilds, the combats, and other things, I will try to keep them. When I say I
will try, the problem is that I need to keep one code with 2 different behaviors.
So I will do my best. We shall see the result at the end, and you will be able
to judge my work
.
For the first open beta, expect another 1-2 weeks before you will be able to enter the Baneworld realm with the new code.