Game Polish

Been making some improvements to the game lately.

For one thing, the relative mouse movements that are generated by the engine’s input routines are a lot smoother than ever before. When the mouse is moving slow you have smooth per-pixel accuracy. With the addition of a simple lookup table, we also now have smooth acceleration as well. When the mouse is moving faster you can cover a lot more screen space without having to pick up your mouse and reposition it.

I also added a dialog to the game that comes up when you hit the Escape key, asking you if you’re sure you want to leave the world. If it’s too easy to leave, you might accidentally leave your friends behind during a major battle!

I also squashed some memory leaks. Onward and forward!

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Servers Online

The file server is now sending out new game updates! Contact me if you would like a new setup program. If you choose to use your current Launcher to get the updates, then be prepared to update over 2,000 files.

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A Few Game Updates

Finally finished the hot key toolbar. It’s working nicely. Also, your avatar can now give something to the Town Crier if you want to get rid of it. Right now, I’m working on the ability to drop items on the ground and/or pick them up. This will be a great feature. I’ll continue streamlining the code, squashing bugs and making the game better in 2024!

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Happy New Year

Let’s all have a great 2024! I’m looking forward to this year. Great progress is being made on the game. I hope to have a new demo ready soon!

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Happy Holidays!

I hope everyone had a great year. I’m looking forward to continuing to work on the game next year!

I’m almost finished implementing the hot key toolbar. This makes it so much easier to cast spells, switch weapons, drink potions, etc. I’ve also been adding some new inventory items, such as message scrolls. I’m just going to keep pushing forward!

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Web Site Refresh

Updated the web site, it’s been long overdue. I would still like to totally redo it someday, but I think it’s at least looking a lot cleaner. I removed a lot of the vintage screen shots, lol. Now I need to get some updated images up!

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Spell System

Still working on all of the spell mechanics. New avatar items have been created for each of the spells that can be individually spawned. Still trying to decide where to put the level 1 spells, like in a random chest or on a starter enemy to drop. Once you acquire a spell scroll, you can double-click on it in your backpack to learn it. There’s a list of available spells that you can attempt to cast based on your current skill level. You can also see which spells are currently active and how much longer they will last.

Also smashed some nasty bugs that were a result of changes in the client due to adding multithreading support. I also found a bug in the new list box control that could keep the last item in the list from showing up. The game feels pretty solid now, I hope it stays that way!

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Casting Spells

You can cast spells now, it’s pretty cool! Working on some particle systems for the various types of magic. Hopefully I’ll be working on the war magic hit points soon.

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New List Box Control

Finally added a list box to the engine’s 2D control library. This was needed for the Spell Book dialog in the game, so spells can be easily selected. Things are still moving along great with the spell system!

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Skills and Spells

I’ve been working on the skill system. The calculations are currently used for the run speed, weapon speed, armor, and hit points. I decided that before I finish the ability to fight, I’ll get the spell system under way too. This way all of the bonuses and everything can be correctly determined as well. Besides, I need at least the war magic spells, so that you can fight with a wand. Also, I really need to create some new UI elements to implement this stuff. Hopefully this doesn’t take too long.

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