Ahh, that is true. Good luck on ER, hope to see some more progress
@solidlink I don’t plan on adding custom vitals (since that would require scripts to use, and ER doesn’t have script support).
If anyone would like to receive daily email updates as I create and release new tracks, feel free to email me and I’ll add you to my mailing list. (My email address is at the bottom of my homepage.)
That said, here are this week’s new free tracks:
"Cyber Teen 2"
on my Sci-Fi 7 page:
“Strange World” (Looping)
“Fishbowl Acrobatics” (Looping)
on my Funny 5 page:
“Light Puzzles 2” (Looping)
on my Puzzle Music 3 page:
“Dreaming of Fuji” (Looping)
on my Fantasy 8 page
Have a great weekend!
I could see an eclipse survival game made with those additions Great work Daro! Considered having custom vitals like hunger,thirst,oxygen etc?
I’m getting back into the groove. I’m slowly working my way through areas of code, bu I am making progress.
There are a few less behind the scenes things I’m working on that will be very useful for making a game:
Resource Progression/Trees:It will be possible to have a resource have multiple stages based on the tools you use on it. Eg.
–You can chop a tree down with an axe to get logs and be left with a stump.
–You can burn a tree down to get charcoal and be left with a burnt stump. Different stages can regenerate into separate stages. Eg.
– A stump will grown into an injured tree.
– A charred stump won’t regenerate into anything, you have to remove the stump for something to grow.
DoTs and HoTs:There is no max number you can have applied (it is still limited by the server memory) Use separate classes from each other
Buff/Debuff System:It will be possible to have multiple (as many as the server has memory for) buffs and debuffs on an NPC or player These buffs/debuffs can affect things such as…
– Vitals, vital regens, speed, attack speed, damage, EXP, AI, behavior The buff/debuff can multiply, divide, add, subtract, and set the value
— HP = HP * 2
— HP = 1
— HP = ((HP + 10) * 1.5) / 3 The order of buff/debuff effects depends on the order they are applied in. The code just loops through the list and applies them in order of the collection. There will be an effect that adds the buff/debuff to the beginning of the collection.
This is a lot more in depth, but I do try to keep the changelog up to date as well, so feel free to check that out every so often as well. I don’t usually go so in depth about changes, but I felt the need to since these will be very apparent to users and devs. (As a side note, I do plan to allow item enchantments that will be a mix of a buff system and spell system, so that should be cool as well).
Have a favorite change from these? Mine favorite is the resource tree, that will be a lot of fun to use.
New free seamless images are ready for your projects on these pages:
TXR - ABSTRACT
TXR - BRICK
TXR - CONCRETE / PAVEMENT
TXR - METAL
A bunch of brand new free music tracks are on their way as well. Be sure to check my Music thread on Thursday.
Have a good week!