Zoric!

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zaroba
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Zoric!

Post by zaroba »

Community seems to be in a bit of a lull lately, so how about some good news to liven things up a bit?


A bit of a recap, Zoric was lost in a hard drive crash early in the year. The world is entirely script based offering new building and economy depth never before seen in the game. The world was in beta testing when the crash happened and the only copy I could find was one of the very early proof-of-concept scripts on an old hard drive I had been using over a year earlier. Loosing over a year of work really killed my motivation and I barely touched zoric since then. Had been thinking about resuming it over the past month and finally when chatting with Notrevo on Eden I decided to open up that old script. My motivation has returned and I am *finally* starting work on it again. I remember a lot of the old scripts so its mostly just a matter of redoing them from the concept script I had made long ago.
I will update this as I complete various parts, but I make no promises as to release date:


Overall World Status: In Development - Finally XMas has passed and things can get back to normal. Going to do a bit of a rush to get the world done quickly and then will do script improvements/cleaning later.

World Map: Partially Done. Found the original heightmap, just needs the roads etc.
Item Planning: Complete item listing with recipes made.
Buildings: Building design and item usage has been completed.
Skills: Done. All planned out.

Script Stuff (probably 99% of the world - behind the scenes stuff, just a listing of the various script areas that need to be completed)
Building Access Script: Done
-the root script that decides what to show you when you first access a building

Building Billing area: Done
-the script that allows building investment, employees, managers, and building selling

Building Inventory Script: Nearly Done. Will need adjustments based on certain building specifics.
-script that allows adding and removing items from buildings, along with setting buy and sale prices for items

number pad script: Nearly Done - Awaiting completion of other bits
-script that enables typing in quantities instead of needing to wait for a scrolling number
-Full completion of this requires completing every script that may require a user to select a value.

Building Maintenance: Done - except for building repairing, which will be put in later after the world starts. Buildings breaking down wont be activated until after repairing is scripted.
-big script that shows the information on all your building production lines along with allowing building upgrading and repairing.

Building Initiation Script: Done - Simple but large script that gets accessed by buildings upon construction to define various building specific settings that are used by all the other scripts. Probably the most important script for the world. Somewhat means that anything set in buildings as of now will remain because any change to buildings needs to be reflected in this script.

School script: Done
-script needed to learn skills

Building Production Areas: mostly done
-script that allows setting up production in your buildings. Choose what to make and how many for the building to make
-this script will require a few different versions based on building type. The default script is done, which 90% of the buildings use. The Power Plant / refinery script is almost done. Haven't started the Brewery or Crop Farm versions yet.

Construction Script: done
-script needed to actually build buildings

Building Production Calculation Script: Partially Done
-Script that runs production cycles and actually produces things in each building that is able to produce things
-One of the largest and most complex scripts that the world uses because it must be tuned for producing each item that can be made in each building.
-shortly before the hard drive crash I had posted one of the production scripts on the forum, so a lot of the work is already done and can be used as a template for all the different buildings after making adjustments for item and var changes.

Customer Access Scripts: not started
-script that customers use to buy from and sell to your buildings
-script that customers use to take/quit jobs and buy buildings


House script: not started
-houses will (hopefully) only be able to store food/drink items
-you will need to use your house to create food and drinks from ingredients you buy at the store or produce in buildings

Tree Script: not started
-Wood is obtained from trees. Trees grow on the world. You will have to plant seeds, let the trees grow, then cut them down to get wood. How much wood depends on the age of the tree and the type of tree.
-Fruit trees can be grown and picked from or cut down for wood
-Seeds will occasionally fall from trees and can be picked up and planted. Sometimes a seed will sprout a new tree for you by itself.



Image
EVERYTHING BELOW THIS LINE IS CONSIDERED LOW PRIORITY



Storage Building script: not started
-upgradable buildings for storing large quantities of items
-different items need different types of storage
-hopefully (and if you want them to) buildings will be able to send produced items to your warehouse and pull demanded items from your warehouse
-kind of low priority

Mass Transit: not started
-script that offered transport between towns for a cost
-pretty much a novelty item, so very low priority, but might be made sooner due to being a very simple and easy script

Jehovah building scavenging: not started
-script that allows players to raid dead player's buildings for stuff
-original one used the existing scripts listed above in a messy way. want to make a nicer interface for this
-very low priority

Fishing Script: not started
-buy a lobster trap or fishing rod and lures then go fishing to catch lobster or various fish for cooking into delicious meals in your home.
-kind of a resurrection of a script I had started many years ago for semi-realistic fishing incorporating lure type, lure movement, and lure depth to decide what kind of fish would be caught.
-very low priority as farms also provide food

weather script: not started
-hoping to give zoric a dynamic weather system that will effect farms, trees, and wind/solar power plants
-low priority because the world can easily work without it

Library Script: not started
-a detailed reference to the world
-lowest priority as getting the world running properly is far more important
Last edited by zaroba on Fri Feb 27, 2015 2:45 am, edited 17 times in total.
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zaroba
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Post by zaroba »

Hoping to do some alpha testing sometime this week
Was hoping to start it today, but I haven't finished the construction script yet.

So, later this week. Possibly Wednesday or Thursday
A lot of stuff wont work yet (for example, buildings wont produce things yet), it's mostly to test the scripts that are made so far.

there will be a building that gives out unlimited free items to aid with testing if you want to help.
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zaroba
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Post by zaroba »

Took all day, but the construction script is finally done. 31 pages of script for 102 buildings that need between 3 and 10 different items to be built. Items are all named, skills are all named, heightmap is chosen. Too late now to start, so tomorrow morning Alpha Testing will start on zoric after I make a quick and simple building to give out free stuff to people. Need to assign models to buildings as well, but that isn't as important so will do it after starting.
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zaroba
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Post by zaroba »

An update after a week of running.

Lots of smaller OSD fixes in place
- cleaned up the construction menus
- cleaned up the school menu
- cleaned up the Inventory management menu + sub menus
- fixed setting buy prices and buy qtys
- fixed setting sale prices and sale qtys
- cleaned up Building Maintenance menu
- plenty more that I can't remember
- fixed some errors with building upgrading/downgrading
- did some minor 'testing' servervar value setting so that buildings have a capacity limit and a few other thingd
- changed the 'lobster trap' item to 'Portable Lobster Trap'

Major Fix:
Had wanted to spend this weekend setting up building production so things could be made. But instead decided to fix the invisible building issue. This is caused because the world has 164 buildings on it, but the game still only supports 128 buildings. So the excess buildings are invisible in-game. Spent today and yesterday rearranging the buildings so all the 'decorative' stuff and alternate versions of buildings are out of the 128 range. Got the visible building list down to 126. The rest of the buildings will remain in the world, but just not be buildable until the 128 limit bug is fixed (mit had increased it to 512 in version 62.2). This means that buildings already on the world will change.

New Stuff. Not much as i spent most of my weekend so far on the invisible building bug, but did add 2 new 'buildings' that will eventually help with fishing.
2 New Lobster Trap buildings. Place these in water and they collect lobsters over time. Neither of these buildings count towards ownership limits but you can only have 25 of each at a time.
Wooden Lobster Trap - a cheap and easy to construct trap made out of 1 lumber and 25 nails. It will catch lobsters slowly, some will escape, and the trap will break after a bit of time since wood can rot.
Wire Lobster Trap - A durable trap made out of wire. It is more efficient at catching and keeping lobsters and it wont degrade nearly as fast as the wooden trap. But,metal can rust so it will still break.
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