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Friday, September 01, 2006

Ilyrias development

September is around the corner and the Ilyrias blog is back from holidays! With development in such a crucial moment all our efforts have been directed to coding and building as much as possible in preparation for the Alpha testing phase, so blogging has been a bit out of our minds. But our efforts have been rewarded in the form of even more new features and a growing world with more rooms added each day.

We now have a crafting and commodity system, that will allow the trade skills, both common and professional to be coded. For those not familiar with this kind of MORPG, in Ilyrias everything you can wear, use, attack another player with, eat or drink will be made by other players or in the case of really indispensable items by NPC shops. So getting your character geared doesn't imply grinding endlessly for loot, but finding a willing merchant or purchasing from a shop, or even looking for the commodities that will allow you to craft your own items if you have the needed skills. This makes roleplaying a merchant a real possibility allowing players to make money thanks to their gathering and crafting skills and economic wisdom.

The fighting aspect has also been enhanced by the introduction of armours and weapons, that will respectively protect from and deal different kinds of physical damage (blunt, cutting or piercing). Ilyrias combat system (both physical combat and magical combat, but most usually players will use a mix of the two) is quite complex, but Baram gave us a bit of insight of it on previous articles on this blog about PvP Combat. Most skills that can be used against player characters will also be usable against NPCs. To even the ground for the NPCs and make a more challenging and fun combat system, sentient NPCs will also have more intelligence and a wider range of skills, according to their roles. Why only sentient NPCs? This is a roleplaying online game after all, and it isn't very realistic to see a sheep having a wide range of attacks including fireballs

To give the inhabitants of the world intelligence, builders need to add to them actions and progs that have been already coded and now lack just the web interface for the builders to start coding and adding them to the NPCs. Even if progs and actions could be coded in game, the complexity of Ilyrias quests and artificial intelligence system made some kind of web interface necessary to speed up the work and allow builders to work more comfortably.

On a side note, the Ilyrias Whatpulse Team has been created by Baram, so check the Ilyrias forums to discover how to join it.

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Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.

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