Murder Mansion back in development in Off Topic
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So, since my last post, thanks to a new shift at work (back to working 3 12-hour days per week), I've managed to scare up (heh) some time to work on Murder Mansion...
My first task was doing some graphical work to utilize the "new" alpha transparency (not so new anymore, obviously, but new to my BYOND experience) The obvious things have been done, like the darkness icons (well, technically, I just updated sd_DAL, and it came with some transparent icons to replace the old dithers), and I've also redrawn all of the other previously dithered icons (anything above the player, like lights, beams, ducts, trees, etc. were all dithered icons that are now alpha transparent icons) In addition to that, I've also added some small touches like putting a single-tile light pool around lights, shadows under the players and items (to make them stand out a bit better against the background of the turfs below), and liquids are now transparent (like blood splatters, water drops, etc.)
I've also done some work in adding new maps (one in particular that's almost finished, and a couple of others that are in the earliest stages), bringing the total up to 3 fully playable maps, and 3 more on the way... And there's still another 3 or 4 on the planned list...
In terms of game systems, there've been a few changes as well... Most notably is a change that many have been screaming for; the host is no longer required to start the game! All players are placed on the title screen upon logging in, and again at the end of each round... Then, the first player to click the button to join the next round is handed control of that round (meaning, they get to choose the map and they get the button that begins the round; selecting the game mode, setting any options, etc.) The bonus that this opens up is that I can use it to "unlock" special maps, options, modes, etc. for players that are BYOND Members, and maybe even MM subscribers (when/if I set up subscriptions) Which means that if there's just one BYOND Member (or subscriber) playing, they can select locked maps/options/modes for everyone playing at the time (a la Last Robot Standing)
My most major hurdle, though (and it's been one for a long time) is the AI... It's what I'm slugging it out with most of the time (right now, especially) And there's still a long way to go before I'll be satisfied with its level of sophistication...
In fact, up until just tonight, it had been severely broken (even worse than it is in the old public version) The AI had lost virtually all of their abilities (aside from being able to walk around aimlessly) due to changes made to other systems, and I've been hitting a wall in getting them back up to speed... But I've just had a breakthrough or two so things should be rolling along a bit better now...
In fact, just before making this post, I ran a brief test to see if my planned strategy for "scripting" AI functions was going to work, and it worked so well that the bot I had attacked not only ran and locked itself in its assigned bedroom (as I expected/hoped it would), it actually came back out a bit later and made its way to a phone and correctly accused me of being the murderer (which was sort of a happy accident... I wasn't expecting that routine to function, but apparently the changes I made to run the test had also corrected that ability)
So that's definitely encouraging!
I'm tempted to discuss my plans for future additions/changes, but I'm going to heed the Warning of the Day (at least until I can't stand it anymore)...lol
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[Not be to be confused with myself, SSX]