Dragon Basher: Spring Programming Session

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Posted: 02‑08‑2017 19:05


Joe


Fire Flipper
1406 posts
I've started a Spring Programming Session on Dragon Basher which I hope can become some type of Easter update (no promises). I want to focus on making the demo "playable", so here are my thoughts on what I want to accomplish.

The new engine will give players a set amount of "health" (I'm thinking sixty) and every minute one will be taken away, at zero your player "dies". That means a new player would be able to play the 'demo' server for one hour (note that other servers don't have to use this, it will be optional and there may be other systems to choose from in the future).

Of course eating food will give you more health, so "fishing" and or "growing" will become a focus on this update - fishing may be easier because I already have all the graphics and items. It will no longer be experienced based, but rather an item engine where once you obtain supplies to fish you can fish.

For now it will be simple spawning, but I'm thinking in the future it can become some type of shared simulation where the number of fish is changed depending on how many people fished, and areas can become "over fished" where no players catch fish ... this was actually how "Ultima Online" was designed to be, but they said everyone just went about killing everything so they just started "spawning" creatures - I'm not in favor of that, I'd rather use Dragon Basher to teach people the significance of caring for the environment and ensuring the fish can survive and why we have programs like fish stocking.

This will get expanded into "Hunting", which would be better described as hunted as I anticipate much stronger enemies that players will fear and have to run from - the idea being Dragon Basher will be more of a "survivalist" game than a place where you can safely just kill whatever you want for as long as you want - I'm looking for a little more adrenaline that just sitting there whacking sock puppet rabbits for hours.

And again, all of this will be option depending on what server you are playing - so there can be a "survivalist" mode, "medieval" mode, a "demo" mode, etc.

Also note that I no longer want teleports that go from one map to the next, but rather teleports should take you from one server to the next - for example, someone on the "demo" server could teleport to the "queville" server and there find a teleport to the "anarchy" server. Ultimately, I want your player name to be your server name so I would have the sysop key to the "joe" server and QuaCzar will have the key for the "quaczar" server. And then we can link our servers together via a teleport.

Okay so there are my thoughts, everything here is naturally subject to change, I'm just thinking out loud.

I'm gonna get to work now...
-Joe

DevTeam Member

 


Posted: 02‑15‑2017 06:26


Joe


Fire Flipper
1406 posts
The following option has now been coded into the client:

Key > Add Static Object > Add Pier > Select Fish To Catch



It displays a list of all the fishes you can catch (Item row 'G') and I like the feel of it as it's all done through the "popup".

Shouldn't take long to add that to the server as well. I may need to rearrange the fishes and move the non-fish food to another row.

I also want to add a "bait hook" option so that players must first find bait before they can fish, and many of the fishes caught can then be used as bait for larger fish. There may be new "shrimp" and "minnow" items that can be caught without bait.

Not sure how much of this I will get done in the Spring Update, but I know there will be "Fire" by the time I am done ... fire may burn longer, and will expire in player's inventory just as if they were on the ground.

Things are getting done, will have a partial update online soon. :)

-Joe

DevTeam Member

 


Posted: 02‑15‑2017 21:47


Joe


Fire Flipper
1406 posts
There will be four new files in the source, the first being "static-Zg.pl" which executes the static object Zg (Fishing Pier) ... then static-Zh.pl (City), static-Zi.pl (Fire Pit), and static-Zj.pl (Fire).

Three of these modules should be working by the update, the exception being "Enter City" as I plan to stop using the city door as an item and instead use the BUILDING engine to handle that command.

It gets a little tricky with the data, as some static objects require a timestamp for data while others like the Pier require an item code. But overall any half decent programmer should be able to follow my simple "basic" style coding to figure out what is going on.

There are also two new items Zn and Zo which are not actually items, but rather just blocks of solid green and solid red that are used for the new "Health Meter" on your inventory screen.

-Joe

DevTeam Member

 


Posted: 02‑17‑2017 02:13


Joe


Fire Flipper
1406 posts
I have coded some fishing routines, here is a run down on how it (what I have so far) works

With a net, players can catch Minnows and Crab (Pier is west of player house).

Minnows expire in one hour, crabs expire in one day.

For now, odds of catching anything is ten percent - this is programmable per fish.

In order to catch Crabs, players must have Minnows for "bait".

Next, I'm going to add Carp ... players will need a pole to catch carp, and they will need either minnows or crab as bait.

-Joe

DevTeam Member

 


Posted: 02‑17‑2017 21:30


Joe


Fire Flipper
1406 posts
I am making rapid progress with this update and can now say this will no longer be a spring update, but rather a Winter Update! At least, a rolling update where you can play the game but the source code might not be released until spring.

I have added cook.pl and eat.pl and raw fish can now be cooked. Here is the math on health points:

Minnows heal one, Crab heals four, and Carp heals eight.

Crab and Carp require bait, so you can use smaller fish to catch bigger fish to multiply the health points.

As the database of foods increases, so will the diversity - certain baits will have better odds with certain fish. I've tried to lay down the foundation to an engine that will have a lot of flexibility and create a lot of uncertainties for players to figure out.

The current routines are far from finished, like cooking doesn't require fire at the moment ... but overall there will be things to do in the very near future. :)

-Joe

DevTeam Member

 


Posted: 02‑17‑2017 22:01


Joe


Fire Flipper
1406 posts
And it is online if anyone wants to check it out, but I warn you ... it isn't pretty and might have issues.

Basically, west of the player house there is a piet ... one has crab, one has minnows. Use the net to catch minnows, and you can use them as bait to catch crabs.

Head south to where the River Trolls were and there is a carp pier and a fishing pole.

Lots of potential here!

http://dragonbasher.com

-Joe

DevTeam Member

 


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