Wednesday, July 6, 2011

Updates 7/6/2011

Wilderness
* harvesting tools: when looking at a tool, you will see what resources it can harvest
* harvesting tools: added the scan/survey ability, allowing you to see which resources are present

Hawgpadre begins surveying for resources with its low power hand miner.
Your low power hand miner has finished the survey:
Survey located presence of copper in this location.
No metal laden soil was found here.
Survey located presence of iron in this location.
Hawgpadre finishes surveying with its low power hand miner.


Players:
* added status injectors for using licit and illicit substances that cause buffs and debuffs
* players can now wear armor suits, which can resist specific types of damage
* added the gear/eq/equipment/worn command to display equipped weapons and armor

Fixes:
* fixed an issue preventing drops from being populated on corpses correctly

Monday, June 27, 2011

Harvest moon, motherfarkers

[gamenet] half-hourly says, "sending complex shuttles to 1 terminals"
A shuttle has arrived from the complex and is picking up your sale goods:
copper analogue was sold to the administrative complex for 10 credits.
metal laden soil was sold to the administrative complex for 12 credits.
solid lumber was sold to the administrative complex for 90 credits.
unpurified water was sold to the administrative complex for 2 credits.


For the colonist beginning his survival on a harsh planet, selling raw resources to the administrative complex is a primary source of income. Every half hour the complex sends out shuttles, to pick up the resources the colonist has deposited for sale, and fill any orders the colonist has placed for technological goods.

The other task for the day is turning the following green:

Tuesday, June 21, 2011

Progress near the end of June~

Finished the scavenge action, an important pre-requisite for AI controlled nest building. Nests are built by wildlife when they've acquired the appropriate resources, and can be raided by players for loot or delicious eggs.

Monday, June 13, 2011

Vehicle Cockpits


Vehicles are the basis for ground and sky movement. They provide weaponry, protection, and crushing power for colonists. Pictured above is the view from the 12T-LL transport truck's cockpit. It shows the room description (important for targetting creatures in the room with vehicle weaponry), as well as the interior of the vehicles, which might be full of supplies and your fellow colonists.

Thursday, May 26, 2011

NPC Tree growing

Added several key features to NPCs, then used the very useful :tree_tag verb to provide a printout of important data. Now, it has been pointed out to me that these creatures could be generated whole cloth from a single parent. The reason I'm not doing this is because I have a very specific theme feel I'm going for, so I want to be able to customize NPC appearance and behavior before procedurally determining other qualities about them.

Here's a screen of the current set of NPCs (triplicaster roach frog is copyright by me 8)):


The HP range should be pretty self explanatory, and sets a base health for the critter. Nextly, the creatures have different weapons they can be spawned with. The last information field, colors, is just a count of the basic colors the creature can spawn with. The color can determine a bonus or penalty (black rapier craw's get a defense bonus, yellow ones get a health penalty). I'll go over this system in greater detail once I iron it out a bit more.