Tuesday, July 24, 2012

Update update for 7/23/12

Most of these updates are courtesy of Aphtonites - here are the two I've been working on when I catch a break from real work and going under the dentist's knife.  In addition Adminski has done some excellent work on immersive descriptions and even a little sane community building 8)
* new server configured
* some progress on implementing CheechLizard's much cooler website design

Aphtonites updates:
* New discoverables, including tier 1.5 materials
* A slew of new weapons and armor
* New starships, starship weapons, and tanks (~!)
* vehicle dealers!
* salvaging!
* upgrades to attacks, landings, and various space actions
* NPC factions that build and expand on their own
* Space upgrades of all kinds

* Massive upgrades to the economy, full trade system, fully operational bulk buy/sell options:
* Sniping!



Monday, July 2, 2012

Changelog 7/2/12

* Aphteroid asked me to post some of his changes in the dev blog too. I was going to, but there were so many it would take too long.  Several dozen fixes and additions: for flyers, new explosives and gas masks, bandages, dropped loot, more.
* Apht fixed cockpit view for instance:

* re-implemented HellMOO $decal objects and added the first decal, which of course is a nice scorch mark from your drop pod
* a whole lot of improvements and bug fixes to the spawner:







* weather revamp:
two cloud fronts with rain in the middle

northern clouds / weather shift after update

clouds to the southwest, rainfall off the coast
forest in the middle of the clouds on FROG-1322



Wednesday, June 27, 2012

Changelog 6/27/12

* flyers vehicles and most normal things now work perfectly on the new on demand planets
* new look for flyer cockpits:
* Some larger planets, too big for screenshots: CT-732 Planet Map, IT-1067 Planet Map, WY-1444 Planet Map
* a double (21 x 21) sized minimap for running around in the wilderness:

Tuesday, June 26, 2012

Updates 6/26/12

* multiple bug fixes to shops, wilderness, and creatures
* Aphtonites implemented a loan terminal for takin out those loans for new tri-d screens that you don't really need
* implemented inferno pistol on the equipment tool
* implemented maxi-melter ranged weapon with ammo


* new ammo supplier job
* completed the $api.claimable, $api.claimable.implementation, $actions.claim, and $actions.abandon to implement a non hacking based PVP claiming mechanic.  The air scanner pictured below is the prototype:



* uploaded rough draft of $api.claimable to: modular-moocode @ google code
* rough draft of the $ods/on demand spawn system for dynamically spawning rooms:







Thursday, June 21, 2012

Updates 6/21/12

A whole slew of things will go unmentioned here, but at least here are a few recent updates:

* mostly finalized the "must do" for alpha 2/end of summer
* buffed dice regen a bit
* added a game error handler for printing nice messages in certain situations
* fixed bugs and exploits on the linkup terminal, added colony beacon
* implemented emergency teleporter gadget
* new pirate moon dungeon by Aphteroid (and several other space changes)
* implemented player built planetary shuttle networks for quick movement between prime locations:

* implemented lifesign scanners for vehicles: