Review Of 2010: Difference between revisions

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==Stendhal Milestones in 2010==
==Stendhal Milestones in 2010==

[[File:Client87.png|300px|left]]


Stendhal changes include major client improvements and a lot of exciting new game features and content.
Stendhal changes include major client improvements and a lot of exciting new game features and content.


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.

[[File:Client87.png|300px|left]]


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 ''fire, ice, dark and light'' 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 a grain and corpses.


Early in the year we introduced a [[NPC Harold|NPC]] facilitating delayed player-to-player trading. Later, a ''trade GUI'' was added for live trading. These long standing feature requests being fulfilled meant that finally the trading table in Semos could be removed and players can trade safely.


[[File:Trade88.png|right]]
[[File:Trade88.png|right]]

Early in the year we introduced a [[NPC Harold|NPC]] facilitating delayed player-to-player trading. Later, a ''trade GUI'' was added for live trading. These long standing feature requests being fulfilled meant that finally the trading table in Semos could be removed and players can trade safely.


We try to add one new quest per release so there is always something new for players to try. Highlights include the Wizards Circle quest, automatic rat raids with their own Pied Piper, a meta-quest - the Ultimate Collector, and the Semos Mine Town Revival Weeks which had a new game. The Kalavan Orb and Haizen's mazes also provide new experiences.
We try to add one new quest per release so there is always something new for players to try. Highlights include the Wizards Circle quest, automatic rat raids with their own Pied Piper, a meta-quest - the Ultimate Collector, and the Semos Mine Town Revival Weeks which had a new game. The Kalavan Orb and Haizen's mazes also provide new experiences.