Feature Update (0.1.17)
We started laying the building blocks for our combat system with a robust health system, including the admin commands used to interact with it.
This week, we have been working on various commands, including the Assembly skill and Blueprints. However, mid-week, we started a discussion with testers and players on how to get a working early pre-alpha going; based on that, we begun work on expanding our health systems.
If you haven't taken a look at our early pre-alpha proposal, please read it here:
New Commands Continued
We've been working on a new command system. While it will take a while to properly port most of the logic to it, the help system behind it continues to be worked upon. Here is an example of a new blueprint command we are using it for, and how its helpfile changes based on who is typing it.
As part of this work, we have moved a lot of the core logic of matching to a separate workspace, which makes the code easier to maintain and usable in the new commands structure.
Assembling Skill
We have started implementing the basics of the Assembling skill. The Assembling skill is conditioned by the intelligence attribute. Assembling is the skill of using machinery to produce physical objects, such as through 3D printing.
Here is how a completely average person fares:
Meanwhile, a brilliant mind out of chargen is going to be able to assemble things and, with some practice, they should be more than competitive at it:
Someone who is very dumb will, in contrast, find it to be an incredibly difficult battle to be able to assemble anything.<= 0
At Untold Dawn, we want a true classless system where, based on your roleplay, you are able to reroute your PC and even take them in unexpected ways. However, this means also making sure you respect the original character concept you had; if your character was made for combat, with good strength, dexterity and constitution, and they are kinda dumb, they will be able to assemble things, 100%. It will just take a long amount of time to get competitive against someone that came out with that skillset. Even matching someone who just came out of chargen with 12 intelligence should be an uphill battle.
Those of us in the team have encountered situations where you come with a concept, but when you want to change it in other games due to the roleplay, it is not even an option in the books. We believe this system should make it fun and let you make mistakes in chargen or see where your concept takes you, without punishing you for it too much, while also respecting people that came out of chargen with that concept in mind.
The experience drip system that we implemented should help a great deal to achieve this goal.
The Assembler
The Assembler is a machine that will be used to craft various things from raw materials.
Just like CrushOS, this machine can be used to crush materials, store them and withdraw them in compressed form:
Brains, Knockout, Revive
We have made the basic structure for brains, which have health which determines if you're conscious or not.
Here is the helpfile for admin:
While knocked out, several systems won't work for you. Here's how it looks for others:
And for yourself:
Likewise, when someone is knocked out, their long description is updated to match:
Health
This system interacts with a broader damage matrix for the brain organ. For now, however, it is being used as the general health indicator.
Here you can see it lead to a knockout:
Here is the heal command, as well:
The fastest command to get someone to 100% will always be revivew, though.
Other Updates
We updated the server's Rust version on production, to allow for the latest Bevy version.
We added 'em' as an alias for emote.
We made it so that when you log-out and login, your character emotes appropriately.
When a character is logged out, their ldesc is updated:
What's Next?
We're trying to work up the health system towards a combat system, as part of our renewed goal to launch a very early pre-alpha version at some point, ideally soon. We will finish combat and likely assess what else needs to be done to get to where we want to be.