Posts Tagged ‘editor’
Posted by Karl Gluck | Filed under Uncategorized
I talked with Eric this afternoon about his issues with his changes not showing up in the server after he recompiled the game. After looking over the code, I realized that when you hit “compile” I changed it so that the process of compiling and writing out the files occurs in a separate process–this means [...]
Posted by Karl Gluck | Filed under Design
To increase the drop rate for a given class of items (common/uncommon/rare) for all monsters using the editor, just double-click the “Treasure” line, right-click one of the % chances, hit “edit” and set a new value. If you want to get an idea of what a given monster is dropping, go into the “Lifeform AI” [...]
Describing every component of Evidyon’s design is going to take a while, so I’m starting a series where I’ll highlight major patterns that were the most useful during development.
This first post discusses why it’s important to pre-process the resources that go into your project.