Long time no see
June 8, 2010
I haven’t posted much lately, because much of the work done has been under the hood, and what would a blog post be without fancy screenshots or screencasts?
So, what have changed?
- A total refactoring of the shared classes
- A loading screen (http://neommo.ath.cx/files/LoadingScreen.mpg)
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A new, unified GUI framework:
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A party system:
- You can now level up, see the XP required for the next level and receive XP for enemy kills.
- A paging terrain system, where the heightmaps and the map objects are loaded as you walk in the world.
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All spells are now scripted using QtScript, instead of just chosing between a list of predefined modifiers and setting a value.
if( caster.energy > 100 )
{
target.health -= caster.energy * 0.2;
}This is just one example of what can be done with this new system.
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Spells now have 2 more properties:
Requires no target
With this option ticked for a spell, the target will always be set to the caster, for buffs or spells that requires no targets.
Can be cast on corpse
Implemented for the sake of revival spells.
With this option ticked, you won’t get a message saying "This skill can’t be casted on a dead target". - Many more changes, mostly to the code structure and various bug fixes.
I hope to get back to you soon again with some more interesting news!
Have a nice summer everyone