December Game Update


Things are going well. I have coded up a lot of base line functionality into the game.

I’ve completed a lot of internal code to run the combat system. It looks just like the old ATS combat but has better performance and more functionality.

New Combat Technology!

New Combat Technology!



For example, some of the improvements are: being able to easily set combat messages based on the damage type (all those nice looking melee combat messages), and having them to do certain actions. For example, the message may say that blood goes spraying – in this case – the message would also load a blood pool in the room. So it is very powerful and functional.

Combat Message Technology!

Combat Message Technology!



Finally, I’ve also put in the bleed system. It functions very similar to the old ATS one. There are some other improvements, but most of them are unseen. But, to put it simply: the combat code in the old ATS was awful and slow! This version is much better. I am able to do 1,000 combat attacks in around 0.09 of a second! Let the performance reign supreme!

Super Fast Combat!

Super Fast Combat!



I’ve also done a lot of work on making the abilities much easier to program. As this was a major issue in the old ATS. A lot of work and effort was needed to put in a simple skill. A lot of that effort dealt with the way the skills must be coded in, and the rest dealt with the messages. There was a lot of repeating code that was used in the game to display messages. I have streamlined both of these processes for the new game – it is very easy to add in messages. There are different types of messages such as caster, target, room, area, and world. It is very powerful.

Right now I am working on the magic system and Tiberius is helping me test. So far that is going well.

Stay tuned – for great things are coming your way!

A Tempest Season


Actinate and I have decided to re-open ATS.

However, we are not using the same version of the game before, which was based on FastROM and the C programming language. Instead, we are going to write our own custom code base in Java. This will give us a lot more flexibility in how to develop the game systems. The down side is that it will take some time to do the programming of the game. A lot of the code is completed, and it mostly needs a lot of polish and some additional features, but the bare bones are there. I suspect we will be able to enter a beta phase in a couple of months. On the positive side, I wrote an area convertor that has converted all of the rooms, exits, and NPCs from the old version of the game. Meadowlark will need to go through the areas and touch them up, as well as remake some of the items.

We also wanted to fix some of the issues that plagued the old ATS game – namely the grind, difficulty in adding in new skills/spells, NPC based quests, and the lore.

Stay tuned for future updates!