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Posted 2009-06-17 20:51:07 by Drey, 'UD 1.1.16'
The newest release is now live! The new classes have received additional work and are getting closer to release. This release sees the experience needed to level changing; lower levels will see an increase and higher levels will see a decrease, but the total experience needed to level remains the same. The other big change is that summoned / controlled minions are restricted to one per player active at a time. They may be a bit weak at the moment given they're your only minion, but I'll be working to improve that. As always, see the ON PROD link for more information or use the ONPROD in-game command.
Posted 2009-03-22 15:55:16 by Drey, 'More 'State of the Game''
Despite my addiction to Discworld (and WoW) I'm still making progress on UD. I actually quit WoW for about 10 days before I renewed again, but my play time has cut way back. I'm not sure when the two new classes will be playable, but there are big changes coming with them with how summoned / charmed creatures work. In particular, I'm cutting it back to only one a time instead of hordes. This does mean that I'll be working to make each one do more to make up for how few there are. Some classes are going to have to lose minions too, I think; for instance, I gave Warriors the Hero and I'm not sure that was really a good class design decision.
Posted 2009-03-22 15:51:46 by Drey, 'UD 1.1.15'
Oops, forgot to mention that 1.1.15 was rolled out live. I'm working on 1.1.16 now; see the release notes for what's up.
Posted 2009-01-16 16:17:32 by Drey, 'State of the Game'
Hey all, welcome to 2009. Looks like I forgot an update again; just after the 1st I rolled 1.1.14 out to shut down the holiday content.
I've been a bit too addicted lately to work much on the game. The addiction is only partially the new World of Warcraft expansion but has also been the Terry Pratchett 'Discworld' books which I've only begun reading.
For my birthday this year I gave myself a new notebook computer with wifi that runs my graphically indulgent games poorly, in a blatant attempt to give myself a machine that's awesome for development but won't keep me happy for anything else. Quess and I spent a lot of time at our local Biggby Coffee (Michigan chain, it's expanding), they have wireless, and I have a new notebook.
Yes, that means I'm coding at the coffee house.
I've been focusing on some area editor improvements recently but haven't forgotten about the part of UD the players see the most, which is the game itself. At the same time, my tools needed some updating so that's what I've been doing.
The class designs of the warlock and necromancer are still in my mind and I hope to get some stuff out for them this month still.