Here, in broad brush strokes, are the big-ticket items that I’m working on for MS14:
- Convert the quest editing interface to UI System 3. The quest editing interface in the current build is the game’s last remnant of UI System 2, which goes back to the original MMORPG Tycoon 1’s codebase. The game HUD was converted to UI System 3 as part of MS13, leaving quest editing as the last thing to be converted. Once it’s gone, a lot of old code can finally be removed!
- Create a real text edit UI widget, in UI System 3. The current text editing UI widget is actually another UI System 2 thing, just wrapped inside a System 3 wrapper. So the whole point above this one is a dirty dirty lie. I actually need to do both of these things in order to get rid of UI System 2. But once both these tasks have been completed? That old code is gone, man.
- Info windows for NPCs (which will contain the new quest editing interface).
- Info windows for Monsters.
- Player-given ratings for quests, zones, buildings, regions, classes, monsters, and the MMORPG as a whole.
- At least one fast-travel network, for letting players move around the world more quickly. (I’m considering whether to do two different networks, like WoW does; one for “on demand” travel, like its network of flying mounts, and one for “scheduled” travel, like its ships and zepplins. Or maybe that’s overkill.)
- Auction houses. Auction houses fulfil a subscriber’s need for ‘loot’, using in-game currency.
- Simplistic Dungeons. (Dungeons occur off-map; no visibility into dungeons or editing inside them. You’ll see people go in and come out, but what happens inside isn’t visible)
- Potion shops. Potion shops sell health/mana potions which players may use during combat, to increase their survivability.
- Advertising campaigns, which will bring in new subscribers in exchange for an up-front cost.
- Your MMORPG can receive positive or negative media reviews. (These will mostly happen in response to major/minor version releases, and new advertising campaigns)
- Configurable path appearance/width.
- Scenery placement uses a dialog to select scenery types to place (like scenery buildings do, currently), instead of having a separate button on the action bar for each scenery object type. This should clear up some space in the action bar.
- Implement PVP combat. Enabled either by starting as a PVP-style game, or by choosing the PVP technology during a major version upgrade.
- Angry subscribers will sometimes grief other players. The griefed players submit harassment reports which are investigated by your gamemasters, who may issue warnings. Enough warnings can potentially lead to suspensions or bans.
- Get the full Steam api working in Windows builds (Some of it was causing crashes on Windows, due to ABI differences between VS and MinGW). Prove this out by adding a few real statistics and achievements.
So… this is the plan! As I’ve been putting this together over the past few days, there have been a lot of points where I’ve been hitting myself in the head, asking why I didn’t do these things ages ago. But they’re coming now!