Pondera

by AERProductions
Pondera
Construct your lineage in a living world.
ID:2393777
 
Live Alpha Testing will be available for Building Mode shortly.
Setting up and releasing Story Mode. Hub page has been made.
No frills public test of Sandbox building mode for Pondera is going on now.

Expect problems.
Live tests of Sandbox mode are currently active.
Fixed obscure login runtime
Fixed Login load character menu
Fixed sound system garbage collector
Improved interface more, enhanced some functionality.

You should be able to login, save character, quit, rejoin and load the same character now. It will need enhancement but it works for now. The next big thing I need is an efficient map save. The LIVE test is back up, enjoy!
Lots of polishing and bug fixes.
Complete rewrite of the build code so it is a completely functioning system now. Enjoy building in Pondera!

Test is LIVE.

Now to potential others...
Building has been tied to leveling unlock tech tree
Interface has been polished (In game time and real time added, things removed and altered, set to same sizes, size increased/etc).
Many to list, many more to triumph over.
(*Played around with a mode that is tied to world.time vars making the game connected to the server's real life time, meaning the game would be night time while it is night in real life, and features the same date, time and season. Interesting...)

Currently a test featuring full building mode (Stone and Wood Forts, Stone and Wood Houses, Furnishings(Forge, Anvil), Misc(Barricade), Fire currently) is available.


The building mode bugs that were fixed (besides it being completely re-written) are it no longer deletes your stacks, it now unlocks more building options as you level up and it won't allow you to remove the tool you're using while you have the build menu open, among others.

ENJOY! LIVE TEST UP NOW


(**Since the main focus of this update was redoing building and getting it SOLID, some other features such as digging/planting/sowing/etc may need more attention now and all of the other "abilities" will be redone like building has been.)
Fixed Landscaping, Test is LIVE now.
Additional updates: Fixed Smelting, Smithing, the forge and some other features. Added cancel options and some enemies on the map that you can utilize the parts of to craft one of many of the games armors, now available for smithing.

~UPDATE~
I've made lots of progress on my game, Pondera. Rewrote these critical sandbox-mode functions and added cancel options to: Building, Landscaping, Smithing and Smelting and they all work well now with their enhancements.

Polished up the interface and I've been hosting it for public play tests of sandbox mode. You can build forts, houses, forges and anvils you can smelt and smith with, garden, landscape, be a cat, four classes with both male and female sprites that are randomly colored in a living simulated world in 2D all made by me! It's pretty great.

With the smithing rewrite, you can now smith every armor in the game and I've added some of the "materials" you'll need to the map. ;) Weapons, lamps and tools are also smithable.
Fix for the forge light and lifetime, rewrite of some other base functions like carving, combining/etc.

So, in summary, you can build roads and ditches or hills, you can build wood or stone forts, houses with furnishings like forge/anvil/sundial that gives compass and date/time/is trackable, lamposts of varying types that provide light, you can mine ore, smelt it into bars and then smithy the bars into craftable parts of these things. I could continue, but lets just observe the point of the tests for now, an iceberg awaits (lots of content underneath). All of this under night turning to day and time/seasons/years/holidays passing. With some random weather (that needs some more work!). Live in the other world. Roleplay is welcome and this game fosters it, but doesn't enforce it. Enjoy as you please!
Another big update today!
Turned PVP on, added affinity (lose for killing players, gain for helping -dark/light+). Needs testing.
Added monsters, Stay safe out there! Turned Spells on, they need testing and fixing.
Turned Tree Growth on based on season.
Added afterlife and spells to revive from afterlife, needs testing.
Added biomes on the map and more resources required by the game. No longer just tar pits! (Now you have access to all of the base resources, including clay, sand, obsidian, tar, soil/richsoil.)
Added stump removal to trees after chopping down, which now stay chopped down. You can take sprouts to reforest chopped down areas.
There is now an xmas tree that appears on the 25th day of Winter that gives a gift!

Fixed more bugs and more on the way! Thanks to all who show interest, even so, I am fixing this game up so that I can play it myself! ;) The more the merrier.
Added bloodspill for dead enemies/creatures.

Fixed all the spells in the game. Also improved and expanded the spell icons and display during combat.
Added spell buttons to interface (again). Spell buttons and the rest of the interface buttons have all been given graphics, a nice touch.

Final touch to spells included allowing users without them to find them on the map and learn them.
Updated spellbook icon to open upon usage and added better messaging.
Set icons of all spellbooks to correlate.
Added unique icons for cascade lightning and fixed it. It also has the chance to "hold a charge" on the player and emit again!
Fixed Telekinesis. Could use more refining.
Made it so players can't create one class and reboot to create another for all of the interface spell buttons associated with both classes.
Working on adding dynamic lighting to the spells.

Fixed the combat, you can defend yourself again. Creatures drop food, materials and potions. Some times rare loot!

Setup afterlife and spell to revive those from it (including yourself). Affinity (killing players or helping players, basically) determines where you go in the afterlife.

Fixed the sound in the game thanks to Higoten. More SFX soon! The additional fix I found for the skipping sound made it so sound didn't update, so the sound still skips while you move! Drats.

Fixed world status thanks to Kozuma3, also helped to add a meteor shower that adds spellbooks (known as Ancient Tomes or Scrolls in game) to the map for players who don't start with spells to be able to learn new ones.

Added all ranks to the statpanel and colored all text.

Added containers to build menu, they store logs, food, or ore. (Prob need tested and refined)

Adjusted the colors of mining ore rocks to better differentiate.

PVP needs testing. While fixing combat and spells I took account for player PVP. Just needs tested.

Turned weather on, probably needs layers adjusted.

Cleaned the map up, too many spawned enemies and spawn points saved. Heavily reduced.

Adjusted first spawn to put you anywhere on the map, to avoid griefing.

Added "Destroy Property" and "Sod Grass" verbs to remove built objects or turfs.

Set all the resistances and weaknesses to one variable subset class (so all equipment and spells can recognize it across all functions). This added some I had hidden away, like Poison element. Set resistances and weakness for all enemies.

Set plant (bush/berry) growth to grow with seasons, same as the Ueik tree.

Created new interface icons for the build/smith/smelt/sow/plant buttons.

Refined fishing proc a bit.

Changed all large .pngs to .jpgs for faster initialization.

This update was huge.

Much more on the way!