Review Of 2010: Difference between revisions

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imported>Hendrik Brummermann
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imported>Kymara
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We launched a sophisticated new ''sound system'' for music and sound effects, with a lot of new audio added at the same time. The system supports localised sound, fading, sound on events, and management of sound groups. To simplify the user interface in general, we added a mode where single mouse clicking will walk, attack, look, harvest, loot, or perform some other action based on what is being clicked on. The mouse cursor shows what the action would be. In September the whole client got a ''new look and feel'', with the GUI rewritten entirely in swing. This enabled us to move floating panels off the gameplay area and onto new, fixed side panels to the client.
We launched a sophisticated new ''sound system'' for music and sound effects, with a lot of new audio added at the same time. The system supports localised sound, fading, sound on events, and management of sound groups. To simplify the user interface in general, we added a mode where single mouse clicking will walk, attack, look, harvest, loot, or perform some other action based on what is being clicked on. The mouse cursor shows what the action would be. In September the whole client got a ''new look and feel'', with the GUI rewritten entirely in swing. This enabled us to move floating panels off the gameplay area and onto new, fixed side panels to the client.


We took our first steps towards a magic system, by introducing ''fire, ice, dark and light'' attack and defense types for combat for creatures and players.
We took our first steps towards a magic system, by introducing ''<creature>fire elemental|fire</creature>, <item>ice sword|ice</item>, <item>shadow shield|dark</item> and <creature>archangel|light</creature>'' attack and defense types for combat for creatures and players.
''Pathfinding'' has had huge improvements, with players and creatures able to plan routes that dynamically account for moving entities and ''resistance'' in objects such a grain and corpses.
''Pathfinding'' has had huge improvements, with players and creatures able to plan routes that dynamically account for moving entities and ''resistance'' in objects such as grain and corpses.