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Changelog 8 - 21/10/2714

Tue Oct 21, 2014 5:48 pm

  • General:

    - Started work on totally new combat system logic. All mobs now use it and can attack again

    - Added resource usage to activated skills (Psy or Mech)

    - Players can no longer use directed skills (such as attack based ones) without having a target first

    Social:

    – Friend screen will now show wether a player is online or not and identified by a change of colour

    - Search box added to the ignore/block tab to allow players to search for a player to block

    - Clicking the block button with a valid player name in the text box will add this player to the blocked list

    - Players can not send/receive friend invites from players in their blocked list

    - Social screen will now update at relevant point instead of having to close and open it for a change to take place (eg when adding a player to the blocked list it updates instantly) only exception for this is a person receiving a friend request will need to close and reopen currently

    – Can send “Mail” to an offline player, player can see they have received this but currently cannot withdraw the information

    - Can now withdraw information from the mail system. Further work with this should be able to lead to adding friends with offline players

    - Global storage of the social players information that can be updated when the player opens their social screen, currently held information includes player character name and level. Will change the way character information is drawn out and stored

    – Moved friends/pending lists over to new system converting the data type to just a string name, and use a global list of players stored on the social area to retrieve the rest of the information for the social screen

    - Social area stores, creates and updates the players info when the player launches the social screen. If a player is not present on the social storage then their level is set to 0 until they are present (this only happens when the server spins down and the socialsystemarea is not persistent in this case, all other information is displayed correctly however and the level will update after a player reopens the social panel

    - Added a remove button to the friends list for handling of removing a friend orremoving someone from the blocked list

    - Created new gui labels for the different areas of the social screen (friends, pending, who, blocking) with additional buttons which will be used for further functions

    - Can find a friends location and output, currently being unable to output the area name so out putting the area id instead

    - Found out why the system was not outputting area names, systems needed to be registered

    – Blocked list moved to lookuplist to allow for quicker searches, friends and pending will move to this aswell with further testing

    - Added buttons to the friend and blocked lables to remove the user from the related list

    - Player is able to remove a blocked user from the blocked list

    - Slight cleanup of redundant functions, further cleanup required

    – Fixed a bug where players were able to receive everyones mail

    - All systems now updated to the new way of storing and retrieving player data from the social area

    - Can now send mail to offline players, this can then be retrieved when they next log in

    - Offline sending of friends request now presents the receiver with a pending request when they next log in

    – Updated GUI for the social screen to incorporate a new pending element

    - Added code to handle separating the friends and pending with the new GUI sections

    - Removed the title creation for the original screen as now redundant

    - Fixed a bug when the pending section was not refreshing on clicking a button

    - Changed the GUI colour of the labels to help them stand out more

    - Added “search” to the input box to indicated where to type text
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    Prometheus

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Wed Oct 22, 2014 1:14 am

  • I see you guys are focusing on the social part for now...
    If there happens to be any typo, sorry, BRs gonna hue!
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    Mudley


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Sun Oct 26, 2014 11:22 am

  • Mudley wrote:I see you guys are focusing on the social part for now...


    Hehe what gave you that impression? Anyway, the social system is just one of the things we are working on atm. A lot of what doesnt go into a changelog is the more guts n innards of the development, so what you see here is only the tip of the iceberg of what is actually being done :)
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    Prometheus

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Sun Oct 26, 2014 2:30 pm

  • Prometheus wrote:Hehe what gave you that impression? Anyway, the social system is just one of the things we are working on atm. A lot of what doesnt go into a changelog is the more guts n innards of the development, so what you see here is only the tip of the iceberg of what is actually being done :)


    Very nice, also looking foward for the new video to see the GUI. And talking about it, I made a question on that topic a while ago, if you have the time, I would love to see details.
    If there happens to be any typo, sorry, BRs gonna hue!
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    Mudley


    Posts: 40

    Joined: Sat Sep 27, 2014 12:36 pm

    Location: Rio Grande do Sul, Brasil


Sun Oct 26, 2014 3:17 pm

  • Mudley wrote:
    Prometheus wrote:Hehe what gave you that impression? Anyway, the social system is just one of the things we are working on atm. A lot of what doesnt go into a changelog is the more guts n innards of the development, so what you see here is only the tip of the iceberg of what is actually being done :)


    Very nice, also looking foward for the new video to see the GUI. And talking about it, I made a question on that topic a while ago, if you have the time, I would love to see details.


    Oh what was the question? GUI will be shown off once the new environments are ready. We want to show it all together which means coded system (stuff and GUI) and also 3D work. Having one without the other is pretty pointless ive found as people just assume the game doesnt have anything done to it if you show just one.
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    Prometheus

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Sun Oct 26, 2014 6:21 pm

  • Just let me repost here to make things simple:

    Mudley wrote:And back again to vehicles...

    How they will control? What are the areas that they can be used? How customizable they will be?

    Also, whatever the subway and monorail are together or not, make that you have to pay a small price of your money at the very least. It does not only make it more believable, but also acts as a money-sink.
    If there happens to be any typo, sorry, BRs gonna hue!
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    Mudley


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    Location: Rio Grande do Sul, Brasil


Mon Oct 27, 2014 4:27 pm

  • Vehicles will be customisable to a certain extent depending on its build quality and type etc.

    As to how they handle, it will be much the same as player controls. With vehicles that have weaponry, the GUI may change to reflect this. They will also have turning circles (so tanks dont spin turn 360 on the spot).

    Subway and monorail will have a cost to travel on it.
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    Prometheus

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