Showing posts with label 2d. Show all posts
Showing posts with label 2d. Show all posts

Monday, July 28, 2014

7/28/14 Updates

- Assorted buffs to harvesting tools.
- Adjustments to civilian collection behavior and sanity checks, etc.
- Chop shops got buffed and their reference to acceptable chopping targets is now on a $worldgen property list and not a hard-coded one. You can now chop armor, weapons and gadgets for their constituent goodies (if they have any).
- Foods got restructured and a few new food items were added.
- Various pirate loot containers got buffed and a few new ones added, the newer armor/weapons are now included in the drop lists.
- Small escort vehicles (The 8T-RL escort vehicle) now come with a heavy machine gun mounted by default, it's not as powerful as the autocannon equivilent using the same ammunition but it'll do in a pinch.
- The 8T-RL escort vehicle now has a child vehicle the 8T-BL fast attack vehicle which is slightly slower but has greater integrity and fuel capacity.
- A bunch of minor changes to properties and descriptions for balance purposes and the removal of typos, etc.

On top of all that, I've recently been mucking around with the Unity3D engine, favoring the 2D side. I'm just getting to grips with all the important classes and getting used to the C# language (MOOcode handles public/private status and classes in another fashion) but I'm making fairly decent progress with a little 2D shooter platformer thing as a testbed.


Tuesday, December 10, 2013

Procedural generation, node, couch reading list - ongoing updates

Just saw this article at tinyMMO while trying to load crafty.js correctly and it goes over some of the stuff in "on demand systems" like the Wayfar object $ods, when procedurally generating and destroying similiar bits (like rooms in the same biome), but for javascript games.  Anyway, here's the article at tinyMMO - Tile Maps of Unusual Size.  Great breakdown!

Node.JS Requires reference
Node & Couch on IrisCouch Cloud reference