Jun. 16th, 2008

Aardwolf

Jun. 16th, 2008 10:38 am
owsf2000: (Default)
For those who don't know, which is probably a good percentage who have me friended on LJ, I play a lot of a text-based game called Aardwolf. It's a fun, free, multiplayer game. There's been a lot of changes and enhancements going on there as of late as V3 finally went live a few months back. A lot of development was stalled for a few years as the codebase was being upgraded to be more expandable (V3).

The most recent is replacing old fashion mobprogs with lua. Additionally a task/goal system was implimented and is slowly being added to both new and existing areas. Essentially this allows for players to do an area quest, and the first time they complete it, they can get something exceptionally nice. Be it a portal for the area, an item with a few extra stats than normal, perhaps some quest points, etc. If they try to redo the area quest tho, they won't get those extra special rewards. (It's to prevent people from farming the area quest, etc.)

The first area to take advantage of the lua script and goal system was the Aylorian Academy, which replaced the old Mud School. It's far more useful for introducing people to the mud than the mud school ever was, that's for sure. It also shows the power and flexibility of lua and the task system.

I've just finished converting the area on there that I built, The Ruins of Diamond Reach, to lua. The lua version isn't live yet tho as it's going to be looked over and tested to see if anyone can make the progs break. I've tested as many possibilities as I could think of prior to sending it off to testing and they were working fine so unless there's some suggestions for making them more efficient they should be ok. My mobprogs in that area are probably some of the more convulted and twisted programs on the mud, from a coding point of view at least. As a result I swear it was harder to do some of them in lua than in the original mobprog language. ^_^ However it was possible to convert them all over, and they work more reliably now as well.

With this done, I'll probably start focusing on the builders port again to try to finish up the unfinished area I have on there. Going to just scrap all of the existing mobprogs on that area and start fresh with lua - no point trying to convert over mobprogs I plan on modifying extensively anyway.

After that there are two other major areas I'd like to do, but we'll see if I ever have the time for it. One of them involves an entire kingdom. That area calls for several powerful "bosses" to be created, although they aren't "powerful" in that they'll do massive damage. They will require a group of characters to beat however if planned properly. :) The Kingdom area idea also will also feature an Area Quest Recycler. Essentially there will be several area quest possibilities, but not all of them will be able to be triggered at any given time. Yeah, lots more of convulted programming from me on that one. ^_^;

The second idea would feature a tower into the sky. A very very large tower. I have far less plans written up for that one however so the specifics plans will likely change before I actually sit down and write anything for it.

Anyway, for those who feel like playing in a text-based mud for free, I recommend giving Aardwolf a try.

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