I need to make a list of what has to be tackled before this update, so here it goes.
Client-side
- race/class descriptions (easy, 15 minutes max)
- quests (easy, only task is to re-import into project & compile them)
- client actor instance controller; this handles rendering text, parsing actor IDs and handing out sync packets. I have the idea for this one pretty much formed.
- projectiles/enchantments/spells/magic/specialfx
- items
- gut the client of all of its current subsystems
- place sparkly new systems in
- write game file loader
Server-side
- rewrite game file loader- reserved names
- races/classes
- level-up experience
- projectiles/spells/magic
- ai lifeforms: need to re-add NPC lifeforms
- quests
- integrate new map form, incl. triggers
- inhabitants (NPCs)
- treasure ... ???
Misc
- add ability to preview equipped item attachment points
- add ability to attach items to avatars
- HAVE to fill in mutate() methods
1340
avatars are re-implemented, minus spell list for classes (will add when spells are added)
interactive npc is added, minus quest-text
filled in mutate() for actor renderer, but it's a hack that takes more memory than it should. better method is to check for same skinned mesh and do a mutate() on that.
found a dumb linking problem with vc++: apparently the compiler/linker doesn't save the path of a file when building, so "project\a.cpp" is the same file as "project\subpath\anotherfolder\xyz\a.cpp". intellisense doesn't reveal this problem, though--it separates them just fine. whoo, now I've gotta come up with a convolution to my otherwise awesome naming scheme =/
had a random idea for race-specific abilities: dantalian can wear shield w/ 2h weapons; geonans get reditus; volucris can fly (over pits/short walls/water) and dual-wield; lucans get "bloodlust", which makes them do more damage as they take more damage, and take less damage as they do more damage
1600: Items are re-integrated. Needs food and break.
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