I’m so proud

My little AI-driven MMO subscribers are now capable of fighting monsters, using the new, more-accurate combat model.  Watching them go and intelligently select attacks based upon custom game rules is pretty awesome.  :) They will prioritise attacks so that they’ll use their best attacks whenever they can, to try to maximise their DPS.  If your…

DoT, and Reach

Latest new thing to go into MT2:  Support for status effects. In MT2, “status effects” are implemented as little blobs of code that can be attached to individual characters.  They get run periodically, and can affect just about anything on a character. For example, right now I’m using them to implement Damage over Time (“DoT”)…

Divvying the spoils

Something I don’t understand: I’m no longer driving into work every day.  This saves me approximately an hour every day.  I’m doing some work at home, let’s call it eight hours a day (In practice, it’s probably a little bit less than that, but for the sake of argument, let’s call it eight hours per…

Arrows

So here’s something that I’ve wanted to do ever since that early alpha of MMORPG Tycoon v1.1;  get a proper concave end onto the mouse cursor. Since v1.1, the mouse cursor has been implemented using an algorithm more commonly used for simulating rubberised fabrics.  In effect, each point in the model acts like a spring…

Sniping

Here I am, standing on top of one of the posts of the fence around a graveyard, targeting and attacking a helpless monster that an AI developer is in the process of placing into the world.  (I obviously still haven’t added range limitations to these attacks) I’ve been trying a few different general GUI approaches,…