Dragon Basher: Tomato Update now online

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Posted: 08‑17‑2017 19:23


warkings


Ghost Grabber
829 posts
The truth is the GitHub doesn't have much value if it isn't being consistently commit-ted to

 


Posted: 08‑17‑2017 20:07


Joe


Fire Flipper
1411 posts
I fixed the login problem and now the maps load correctly, I seem to have disabled a variable QuaCzar set ... but all is good now. :)

I'd like to get a handle on the loadmap.pl module; we may be loading it multiple times as well as double executing it. I added a $loadmap=1 variable to it, so whenever we go to execute a do "loadmap.pl", we can add a check and only dp it if it hasn't already been done.

I see you (QuaCzar) have an array system setup of @tileset, is that going to interfear with the $tileset variable? The $tileset variable is used by the loadmap.pl, I think we should change the name of that array to $tiles just for clarification. I like the idea of storing loaded maps in an array, could become useful as we take advantage of changing tilesets in the future.

The tomato update is really fun, starting to feel like an actual game again. If you haven't tried this one, you should. :)

-Joe

DevTeam Member

 


Posted: 08‑17‑2017 22:17


Joe


Fire Flipper
1411 posts
Again I'm very pleased with the tomato update, I've been gardening in the real world for years now and this feels like it should. Carrying water to the plants is a huge part of gardening, so I'm going to go with this.

I believe water buckets currently last for about an hour; I think I'm going to add a "jug" and a "jug of water" that will be sealed and capable of holding water for longer periods of time ... like days even.

I'm also considering the idea of a new player variable for $player{'wet'} that will require the player to drink water from time to time, like they currently have to eat food. Water could go down at the same pace (one per minute) and drinking water would replenish the 'water' back to full (one hundred). Certain foods could provide both food and water to the player (ie: watermelons). All theory right now, but good solid ideas.

Okay - here is idea for server customization: if a player's hit points reach one, he dies (and hits get reset). If a player's hit points are zero, the player is invincible and does not die. Not only would that be useful for sysops and admins, it would allow some player servers to be in a mode where eating is optional for other types of games (ie: capture the flag).

We can then do the same thing for the $player{'wet'} variable, thus players would need to drink water on some servers and other servers they would not - it would be up to the sysop to setup the default value upon player creation.

-Joe

DevTeam Member

 


Posted: 08‑17‑2017 22:41


warkings


Ghost Grabber
829 posts
I think it would make more sense for the player to die at 0, and have some other value set to invincible (like -1, inf, ...); less confusion that way.

 


Posted: 08‑18‑2017 07:34


Joe


Fire Flipper
1411 posts

I think it would make more sense for the player to die at 0, and have some other value set to invincible (like -1, inf, ...); less confusion that way.




Under the 'dragon' guidelines, the player will never know exactly how many hit points they have, they will only ever see the green and red line.

So zero or one is pretty much going to be the same from the player's perspective. :)

-Joe

DevTeam Member

 


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