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Newsletter issue #2

posted in IfThen Software
Published September 30, 2008
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News

We have reached 85% overall progress from 46% last week. This is where things will start going slowly though, so don't expect us to get that much done every week.


From the Programmer
Written by Invisible

Last week I got to fix several bugs with the player inventory system, and was reminded just how ugly that code is. Once the Preview is released (or right before) I should probably clean that function up. Currently inventory items are stored in an array of structures, and clearing out an inventory slot involves resetting each structure member. Converting that structure to a class would allow me to create a CInvenItem::Clear() function, which should clean up the code a bit.

In the last issue I detailed a brilliant plan to fix the progress page display issues in Safari and Google Chrome. I've been thwarted once again. The div that would need to hold the bottom part of the column will not position itself at the bottom of it's container cell. I'm out of ideas, so I think I'll just have to keep it the way it is. If anyone knows how to fix this problem, please let me know!


Latest Dev Demo Report
Written by Roarman

The September 26th demo testing was fun! A whole bunch of us came together to fight the new mini-boss. We wiped, we were victorious, we found more bugs. The 'uber' loot finally dropped after a few kills. Later it was found that an exploit could be used to solo the boss, so guess what? That's exactly what I did after everyone else left.

The new graphics for the spells came out well, even if it was showing up on the wrong person. We could attack while casting a certain spell, oops, talk about an overpowered bug. I finally got to run at super speed with a new GM only spell, thanks Invis!

If you are running left and press a hotkey to cast a spell, your character would take a mind of its own and run far away then cast it. I'll have to talk to Invis to see if he put ghosts in Koyrith that takes over my character's body without telling me.

Overall we didn't do much leveling, due to the fact that a jelly was put in town that got you to level 3 in three kills. It gave us more time to figure out if everything is balanced past level 1. Everything's looking good and we are looking forward to the release, whenever that might be.
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