Archive for the ‘Metroplexity’ Category

Twitter

Wednesday, July 7th, 2010

I’ve been considering creating a Metroplexity Twitter account or Facebook group for some time now. The network issues over the last few days have kind of pushed me off the fence.

I’m not aware of anyone experiencing serious problems, but it’s basically guaranteed we’ll have a true outage at some point. And I’d like to have a way to communicate that. Twitter seems like the appropriate venue.

The link is http://twitter.com/MetroplexDev.

I’ll be feeling out exactly how best to use it. At the very least I’ll try to mention outages, major updates (that people who don’t visit the site everyday might want to know about), and limited time content. As time goes on, I may also include minor updates and the occasional random thought, we shall see.

Cheers!
Kinak

First of July Fixes

Thursday, July 1st, 2010

Did some spring cleaning and by “spring cleaning” I apparently mean “fixing crazy bugs.” Crazy bugs that all seem to be strangely meta, preying on computers in game… I won’t think about that too long.

  • Fixed an item duping bug in the suite code. Huge thank you to Sir Cheddar for keen eyes and honesty.
  • Corrected an issue where the Unlocked Midgard Player was a consumable item rather than equipment. Thanks Mag!
  • There shouldn’t be PHP errors popping up in the rhythm game anymore. Not that it isn’t strangely appropriate. Thanks for the bug report, Thunderbird!
  • Sorted out an issue where the Extreme Bass XIII game was comparing your lifetime score against the leaderboard. Thanks to Mag for walking me through this one until I saw the error.
  • And fixed up some typos thanks to Cryptodynamic, Vholes Piper, and Shard.

Cheers!
Kinak

Key Commands and More

Wednesday, June 30th, 2010

First off, we have some basic key commands working now. A special thanks on this one to Al and Man Mobile, who helped with the coding.

  • In encounters, hit the number of the choice you want. So 1 is the first listed choice and so on. Pretty straight forward.
  • In combat, hit the number of the technique you want (1 on the left and 5 on the right). You can change targets by hitting shift and the appropriate number. ` clears your chain, enter strikes, and backspace runs away.
  • Hacking works about the same way as appropriate.
  • There are probably a few screens it doesn’t work in yet, but I think I got the major ones.

We also have some bug fixes:

  • Corrected some issues with Dr. Mira being strangely nice to people who tried to kill her, which sort of makes sense combined with the issue where she wasn’t dying. Thanks for both, Llamaman!
  • Petrol Splash should be stunning your enemies instead of PHP. Thanks for the bug report, Batou!
  • You should no longer encounter hands after you kill the shaman. If this doesn’t make sense, don’t worry about it, just thank Al.
  • Also, we have some typo fixes thanks to Mag, Llamaman, and Argeth. Thanks!

Cheers!
Kinak

July’s Unearthly Item – Midgard Player

Wednesday, June 30th, 2010

Zack now has June’s Unearthly Item, the Midgard Player. It’s a small thing, really, a tiny little music player with a lot of content backing it up.

There’s a lot to it. Go ahead and breathe it in. I hope you enjoy figuring it out as much as I enjoyed putting it together.

Cheers!
Kinak

That grandest of college traditions

Saturday, June 19th, 2010

In honor of everyone polishing off their school years (I think everyone’s done, aren’t they?), there’s a touch of new content at the University, reflecting the grandest of college traditions. The design team takes no responsibility for addition content which may have escaped into the wild.

Speaking of “escaping into the wild,” Third Eye shirts have been released into the Metroplexity Cafepress store.

Oh, and there’s a new Avatar which may or may not be University related.

Cheers!
Kinak

Suite Update

Thursday, June 17th, 2010

Suites, the equivalent of outfits for Programs, are now in. Yay!

The main difference you may note is that suites will uninstall any running programs that weren’t in the suite. So, where an empty outfit won’t do anything, an empty suite will turn off all your programs. It should make sense when you use it.

Also, putting on an outfit will install the suite of the same name (if you have one). The reverse is also true. The outfit is put on first regardless.

While I was in there, I made processor messages in the data tab a bit clearer (hopefully).

Also brought in some bug fixes:

  • Fixed effects that trigger on damage to be evadable. Thanks Llamaman!
  • Corrected an issue that was causing evasion to display double the amount you actually evaded. Thanks for the bug report, Al!
  • Reworked the Dock Song quest logs. Thanks Vholes Piper and Llamaman.

Thanks to Argeth, GoldS, Mag, and especially Glass for some typo corrections.

Cheers!
Kinak

Unearthly Upgrades

Sunday, June 13th, 2010

Made a couple changes to unearthly items (no worries, they’re all good) and some bug fixes.

  • You can now run your fingers through your luxurious Feathered Cloak when equipped. Good suggestion, Mag!
  • The Cheater’s Line and Challenge Hook were buffed. Merry Christmas!
  • Corrected a bug preventing Dynamite from blowing up the wall into the Underground Asylum. Thanks, Plus4
  • Fixed the anticipated ton of bugs resulting from the combat update last weekend. Thanks to Wyrd, Mag, Argeth, and DerMagus!
  • Becoming a prospective Third Eye member should now show up in your Completed Quests. Good eyes, Glass!
  • Also corrected some typos, thanks to Llamaman, xKiv, and Mag.

Also, I’m considering changing how choose your powder to pour into the puzzle box. It’d go from a traditional choice into a dropdown. They’d lose their individual responses, but it’d be way easier for me to add more in the future. If that’d bother anyone, please speak up.

Cheers!
Kinak

Combat Retool

Sunday, June 6th, 2010

I’ve rewritten a lot of the combat code over the last couple of days, partially to lay the way for Survivors’ stuff and partially just because it was getting unmanageable.

The big upshots going forward are:

  • Ease of adding Techniques that do neat stuff.
  • More places to hook neat stuff (it’s way easier to have effects triggering on defenses now, for example).
  • Speed and stability in the combat script (which honestly hasn’t been much of a problem).

So obviously most of the changes are “under the hood,” so to speak. But if you see anything weird, be sure to tell me. I’d expect it to be pretty obvious, like PHP errors whenever you use a certain Technique.

Changes that you may notice are listed below. I apologize in advance if I missed any. I cleaned up a lot of code while I was moving stuff around.

  • There should be less variance in damage when you get battles between opponents with high power and high defense. Overall, this ends up being a defenses buff as well.
  • Reactive Defense has gotten a separate boost that I’ve been meaning to give it for a while. I’m still a bit torn, so feel free to play around with it for a bit and give some feedback.
  • Stunning attacks that logically need to do damage to have an effect (like Live Wire) now can be evaded. Thanks for the suggestion, Nyther.
  • Running out of options no longer lets you escape inescapable fights, which is to say you now get beaten up rather than running. Thanks for pointing out the weirdness, Llamaman.
  • To make the above less obnoxious, trying to flee will no longer clear your hand. Striking with an empty chain still will, though.
  • Reactive Defense should apply to end of round damage (like Dynamite) consistently now.
  • In the “very minor change” department, tweaked the way Brutality is gained. It should be easier to get some, but harder to get an overwhelming amount. We’ll see :)

Cheers!
Kinak

Weekend Update

Saturday, June 5th, 2010

And now for your daily dose of Vitamin U(pdate). I mostly pushed this out so the first update wouldn’t be a surprise, but there are some other things I’ve done over the last few days.

  • Increased the difficulty of the “high road” in the Slags Building to balance it a bit better with the low road. Thanks for the suggestion, Al!
  • Added some interactions with the Rhythm Game in the University Computer Lab. Thanks for the nudge, Llamaman.
  • Polished the salvage results from fishing poles. Good suggestion, Vholes.
  • Corrected an issue where Ghoultouched wasn’t working properly against delicious, delicious masses of tentacles. Good catch, DerMagus!
  • Removed the extra footer from the bottom of hacking fights after accidentally adding it again. Thanks Al!
  • Cleaned up some unearthly coin effects. Thanks Glass!
  • And apparently no typos this time. Weird, huh?

Cheers!
Kinak