New version (this week).. (0.48.0)
New version (this week).. (0.48.0)
Hallo.. Just finishing off some bits for the next vers. Not much has changed gameplay-wise, but i've been working on 3 main things..
1) A new *settings screen with help and descriptions for all the settings - Makes life 10 times easier for sysops and world owners.
2) A new automatic terrain texture generation system - It produces quite pretty landscapes at the click of a button, rather than the world owner having to spend hours and hours with texmaps and surfaces trying to get something looking decent.
3) Free, unregistered worlds have been linked in and will be available publicly - anyone will be able to have a go at building their own world.
All this will hopefully help the process of producing entertaining and good-looking worlds for people to visit.
Friday at the latest.
1) A new *settings screen with help and descriptions for all the settings - Makes life 10 times easier for sysops and world owners.
2) A new automatic terrain texture generation system - It produces quite pretty landscapes at the click of a button, rather than the world owner having to spend hours and hours with texmaps and surfaces trying to get something looking decent.
3) Free, unregistered worlds have been linked in and will be available publicly - anyone will be able to have a go at building their own world.
All this will hopefully help the process of producing entertaining and good-looking worlds for people to visit.
Friday at the latest.
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
Then theres no point in owning the planetMit wrote:p.s. Contrary to what i said previously, unregistered worlds will be accesible via the galaxy. They are limited, however, by a maximum capacity of 4 players, and by being linked to the 'Unknown' worlds in the galaxy - so therefore they will not be accessible via infimp or finite drive.
hedge, whats about the perfect player limit for hornball/racing/whateva i add next etc? :]
p.p.s one new game feature i forgot to mention (and probably wont be usable til 0.48.1 as it still needs a bit more work) is the 'Market Trader' skill. When you've got this skill on a world, you can activate your skill and your character will automagically transform himself into a market stall. (Speaking of which, hedge,fooli, any chance of a model & texture for that? :] )
You can then place for sale any items in your inventory, and other players can visit the market stall to haggle and purchase items.
World owners can use the default skills and buildings editor to make this skill a fundamental or extra, optional part of their world economy.
p.p.s one new game feature i forgot to mention (and probably wont be usable til 0.48.1 as it still needs a bit more work) is the 'Market Trader' skill. When you've got this skill on a world, you can activate your skill and your character will automagically transform himself into a market stall. (Speaking of which, hedge,fooli, any chance of a model & texture for that? :] )
You can then place for sale any items in your inventory, and other players can visit the market stall to haggle and purchase items.
World owners can use the default skills and buildings editor to make this skill a fundamental or extra, optional part of their world economy.
42. wait, that's not right *WHOOOOSHHHHHHHH*Mit wrote:hedge, whats about the perfect player limit for hornball/racing/whateva i add next etc? :]
naturally, gotta haggle.other players can visit the market stall to haggle and purchase items.
i think we've got a marketplace one already, no? maybe we need a new one that's half jesus, half marketstall
took a few ground textures while off on holiday btw, i'm itchin to try 'em out on the new terrain feature :]
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
Now that is freaky. Totally independently... I added one to the model lib earlier today.Mit wrote:When you've got this skill on a world, you can activate your skill and your character will automagically transform himself into a market stall. (Speaking of which, hedge,fooli, any chance of a model & texture for that? :] )
http://theuniversal.net/modellibrary.php?showcat=31
Not brilliant but if you could treat it like you do the fishing model... it might work out ok.
f
Hmm.. does that mean potential world owners can go aronudf in their trust stardrives guessing which "unknown" is theres? or will the unknowns get some kind of tag?Mit wrote:p.s. Contrary to what i said previously, unregistered worlds will be accesible via the galaxy. They are limited, however, by a maximum capacity of 4 players, and by being linked to the 'Unknown' worlds in the galaxy - so therefore they will not be accessible via infimp or finite drive.
unregistered world owners will be able to find out which planet their world is connected to, but to other players therell be no indication other than the presence of a ping response and server message.
Which unknown world is used for which planet will change each time the planet connects to the galaxy. (Therefore if anyone runs their world 24hr it will generally remain in the same place). The gal server will choose unknown planets closest to the starting system first, and choose further away planets as more worlds are run. (Tho, um, this process is somewhat YTBW :] )
Which unknown world is used for which planet will change each time the planet connects to the galaxy. (Therefore if anyone runs their world 24hr it will generally remain in the same place). The gal server will choose unknown planets closest to the starting system first, and choose further away planets as more worlds are run. (Tho, um, this process is somewhat YTBW :] )
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am