Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Thu Apr 28 12:32:31 EDT 2011

Current status of Item Making project:
--------------------
FINISHED | PARTIALLY DONE | INCOMPLETE
--------------------
- Create item spec
- Delete item spec
- Edit item spec details
- Edit item spec attributes
- Upload item spec image
- Browse item specs
- Item spec index page
- Create item instances from item spec (for creating one to sell/equip)
- In-page documentation for Item Making
- Revise active items (request name, desc, image, etc., changes)
- View detailed summary of item
- View list of current item uses (total equipped, total in vault, total sold by NPCs, etc.)
- Moderator control panel (for approval/rejection).

Also being worked on:
- Use item specs on NPC Treasure Lists
- Use item specs on Vendor NPCs (sell stock directly from the item spec, not just instances)

Other things that need to be finished for this to work:
- Add support for new character/item attributes to PvP, PvE, GvG and GvE pages.
- Create new item attributes, integrate into game engine.

It's not quite this simple, but this is the main stuff. As you can see, I'm not doing too badly now. I only really need the "Edit item spec attributes" page finished for beta testing. Most of the stuff in orange is almost finished, with the exception of the NPC Treasure Lists and the Vendor NPC stuff. You'll see Vendor NPCs before the Treasure Lists, as I've finished most of the design on those.

EDIT: I'm updating this list as I go.


Invisible War ][
Edited 15 time(s). Last edited by Cyberkilla @ Wed May 25 22:05:33 EDT 2011

Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Fri Apr 29 14:39:56 EDT 2011

Currently working on the attribute editor, which is the last major task to complete for Item Making 

The difficult part is that I have to start creating rules for the attributes at each quality level. The lowest quality ratings will be restricted in the number of attributes that they can have,

There is also the issue of a trade-off between Defence and Hit Points (HP). In the way I have it set up now, the two do largely the same thing, but in different ways. The idea is that a player must choose to specialise in being better at cushioning damage (Defence), or being better at enduring the full force of it (HP). Since they work in a similar way, it may be unwise to allow an item to provide both attributes simultaneously. At the very least, the amount of power you give one attribute should reduce the amount available for the other.

The special Exp/hr, Turns/hr and Income/hr attributes will probably be allowed for most quality levels, though the lower ones will have to choose just one of them. for the purpose of keeping the low quality items cheap.

This isn't the say that you'll have to buy the absolute best Unreal quality items to have a decent item. I intend to have most of the quality levels at the higher end of the scale, with only the likes of Poor and Common being noticeably inferior.

From a standard baseline of items, up to an extreme upper limit, with the intervening quality levels being grouped rather closely, to keep them all relevant.

EDIT: A few more screenshots:









Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Sat Apr 30 16:21:22 EDT 2011

Symphony

Half Mod

Total Posts: 1,073
Online Status: Offline
Sat Apr 30 19:51:30 EDT 2011

Looking really good (smiley)


Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Sun May 1 15:47:24 EDT 2011

Quote from Prodigy
Looking really good (smiley)


Thanks a lot (smiley) The list is almost entirely green now (smiley)


Invisible War ][

imamonsta

Member

Total Posts: 3
Online Status: Offline
Mon May 2 10:58:52 EDT 2011

Looks good, can't wait to try it out




Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Sun May 15 15:50:58 EDT 2011

[15:49] <+CyberkillaPvP and PvE now work with the new attributes (smiley)
[15:49] <+CyberkillaCurrently getting raiding to support Block, Crit Strike, and Crit Resist.

EDIT: Raiding support added, for the most part.

EDIT #2: Attribute editor working now. Not 100%, but serviceable.

I'll be letting a few people test it soon.

EDIT #3: Item Making code branch has been successfully merged into the main codebase. It is still offline, for now, but it actually exists within the game now (smiley)

Along with the item maker code, a few other minor things have been added. I can't think of all of them off the top of my head, though I will mention them here as soon as I get a look at the recent change logs.
----
- TURNS: now has a tooltip displaying your Turns Per Hour attribute on the stats bar.
- The new Defence, Block %, Crit Strike % and Crit Resist % attributes have been installed, and can be viewed from Player Home, or by hovering your mouse cursor over LEVEL: on the stats bar.


Invisible War ][
Edited 5 time(s). Last edited by Cyberkilla @ Wed May 25 22:08:54 EDT 2011