Friday, August 29, 2008

New Progress + ScreenShots

Well, all is comming along nicely.

The stats page is complete, and I'm still in the midst of implimenting the abilities to increase stats and skills and pretty much that entire part of the game is comming together at once. It is about a third functional right now, but looks pretty good, have a peak!


Don't mind the 25FPS, I set my frame-limiter super low to 25 because this laptop overheats and is old. Actually I found out the other day that drasil defaults to Software rendering on my system because it's so outdated. Without a framecap, it runs at about 70FPS, but uses 100% CPU because of my system running 100% in software mode.

In my time between tackling this particular problem, I found 3 small optimizations on the server (places where some commonly used packets could be cached and stored in memory instead of built in realtime [uses a few bytes of RAM, saves 10+ CPU cycles]).. Also changed the way server stats are displayed on the server end to be more useful AND use less CPU (it used to update the tooltip text of the server's tray icon whenever anything happened that changed any of the stats, now it only builds a stats string when its really needed, as I've added a stats label to the broadcast message window of the server):

In case you don't know what the broadcast message thing is, its just a little feature where the server operator can send a world-wide message to all players that pops up an in-game messagebox type of thing to notify the world if the server is going down for maintenance, etc.

Also note the bandwidth usage for 1 player is on average about 0.2-0.5KB/sec, this is INCLUDING the overhead of the TCP header and the IPv4 header.

Well, its the weekend so don't expect any more updates until monday. I'm looking forward to getting back to work on Drasil next week.
Feel free to post comments, it would be nice to hear any feedback from the community.
- Tim

Drasil has Leveled Up

Well, good progress has been made. An entirely revamped stats system, spendable exp system (more on this in a second), and skill points system is nearing completion. The way I am setting things up will put the infrastructure in place so that additional changes to what items do what, what weapons create what amount of damage, etc. will for the most part require no knowledge of the code base by content developers and truly rely on the SQL database to build up the various content and skill systems implemented into Drasil.

Spendable Experience
One thing we have recently decided to change in Drasil is how stats are increased. In most (albeit not all) RPGs, you grind away and finally hit a 'level up' point after X amount of experience is gained, at which time you are generally given some form of 'points' you can apply to increasing your various stats. But, we have a different approach that will offer more frequent, more finite tweaking of your character that doesn't require finally hitting the big 'level up' point after grinding for 10 hours. Using a different system, sandopan and myself decided to untie your stats from your level-up event almost completely. What does this mean? It means you don't have to wait to 'level up' in order to 'level up' your various stats. Rather, you will gain experience as normal (and in some ways that you might not of thought of), and then spend those 'experience points' at any time to level up your various stats, at any time. For example, from the beginning strength may cost 102 exp. to increase, quickness may cost 84 exp, so as soon as you've gained 84 exp. you can increase your quickness, or you can save that exp. until it reaches 102 and level up strength, etc. Does this sound familiar? yes? no? It has been done before.

In this system however, your lowest level skill will generally be the skill that cost the least amount of exp to raise, so in theory you could train Strength and Agility for ages and be a mighty hulk of a warrior, but then suddenly decide to get some magic skills and find that Wisdom and Intelligence are dirt cheap to level. To a less extreme extent this type of mechanic could be interesting, but if left unchecked completely it would lead to characters that are too over-powered in everything and do not need other players assistance, etc. This is where a class system (or hybrid class system as has been discussed by the Drasil team) could be applied. A warrior would have a much toughing exp. price to pay for Wisdom and Intelligence right from the beginning, and a mage would enjoy a cheap exp price for those skills but a tough price hike in regards to Strength and Agility. etc.

When all is completed, this new system should offer a more frequent feeling of progress rather than waiting to touch up the smallest of skills. Don't be surprised if we start using some big numbers though compared to some other RPGs that have less debth *cough* WoW *cough*. Bigger numbers that count for less mean smaller incriments. Essentially the same system, but with more frequent more finite tweaking to keep the game more interesting and give the user more finite control.