So here's a little glimpse as to where I'm at.
hoping to get the beta out tonight, but things just didn't quite come
together. The main reason why is because I REALLY want this beta build
to have at least basic quest functionality in it. That, however,
involves more than I realised.
Firstly, there's the
map. You've all seen the country map, but what you've been seeing is
what is called the "immediate countryside map" which shows the area
around you for about 200sqm (650sqft) which is about your visibility
range. However, a step up from that is your local world map, which shows
the world around you for about three and a half square km (around two
square miles). Then, if you're thinking of travelling further, you can
go all out to the greater world map. That's a biggun. It shows the world
around you for about 250sqkm (150 square miles)
I just want to point out right here that one segment of greater world is over 30 times larger than all of Skyrim.
anyway... I digress... Every time you find something - a dungeon, a
town, etc - it will go on your map as a dot so you can find it again
later. In order for quest locations to be "marked on your map" or even
held in memory until you discover it yourself, I have to have the map
marker system in place. Doing this requires disgustingly large amounts
of data to be processed very quickly (because people get angry at long
load times). So my next major task is getting that happening.
the local world maps are working just fine (even showing the biomes
that aren't really there :P) but world maps I still have to do.
Shouldn't be too much of a chore, however, as I already have them being
stored in memory in order to calibrate the player's location (you may
remember that in order to facilitate a truly infinite world I have to
maintain the player's location within 6 dimensions at once. Yay maths!)
once I have locations being marked on the map and stored in databases, I
can get to work on having quest givers be able to "mark things on your
map". That way, when you have an active quest selected, you can go to
your map and maybe, if it's that sort of quest, you'll get a hint of
where to go.
But the world of Ahkranox is quite big, so
I also need a search function. Only for places that you've been to, of
course, but still. To help facilitate this, you'll be able to pay
cartographers to update your map for the local area, which should help
your detective work quite a bit.
After that, I need to
put in the system that recognizes when a quest is completed. Normally
this would be quite easy as in most games the quests are pre-written by
people, so the completion circumstances are equally written. But
Malevolence comes up with its own quests, so recognizing if a quest has
been completed is a difficult task...
Either way, I
have a LOT of work ahead of me tomorrow. It's 1:30am right now and my
eyes are having a hard time staying open, so I'm gonna get some rest,
then wake up, have a shower, crack open a can of Dr Pepper and try and
work some programming magic for you guys :D wish me luck!
P.S. Oh, and at some stage this weekend, the new site will be launching. I'm REALLY excited!