Feature Update (0.1.18) - Combat!

As we prepare for our pre-alpha release, we have managed to score some great milestones this week! You can keep closer look on our day-to-day development of features on our Discord server. However, in this blog post, we post some of the highlights of this week.

Unarmed Combat Skill

We have implemented an Unarmed Combat skill. A fresh character will find it hard in general to level up this skill, it is a long road, but a rewarding one! We might adjust it accordingly if need be.

The combat system we have implemented is nothing compared to what we plan to implement in the future. However, for the matter of getting a playable pre-alpha out and also to attempt to see how players interact with our system, we have kept things simple. Let's take a look at it in our combat loop section!

Combat Loop

First of all, the combat loop runs every 10 seconds, globally. Those who have higher dexterity go first, in general; this is naturally an advantage in the case of a tight fight.

Your unarmed combat skill, as well as your dexterity and constitution, come into play in the combat loop, both in defense and offense. Your strength will determine the damage that you make. Here are some screenshots of this system at play!

In the future, we plan to implement abilities that you can use to change the odds of combat. We've discussed this in our Discord, and we'll likely discuss more after pre-alpha launch.

Death

It is now possible to die in game. We implemented a death screen which also includes various instructions on how to create a new character.

Your character is deleted upon death, automatically; in the future, we might implement a limbo for it.

NPCs

We have made it possible to puppet NPCs and other objects by staff. The syntax is npc puppet <id>.

You can also easily create NPCs with the npc create <name> command, which will create an NPC that is ready to be puppetted, including a QC chip.

Permissions by Rank

We have finally implemented the permission type for group ranks. Our perms command now looks like this:

Lockable Doors Bug

There was a bug with lockable doors; it has been resolved now.

What's Next?

We're working hard on a lot of internal things as we prepare for pre-alpha launch. We're developing NPCs, mapping out new areas and groups. We're going to continue to field for several lacking areas of the code in preparation for an eventual pre-alpha release!

At this point we're nearly in a feature freeze. 😄