To bring great disappointment. Due to the Bukkit DMCA issues of past and present. We canceled the project, despite year or so of work and much progress. Neither of us have the will to keep at it, or a reason anymore. As well plugin developers on Bukkit Dev no longer really make the ones we required. It is just sudden, but nothing we can do. Should one want to finish such, by all means PM me. I very well keep documentation and exact copy of our last commit.
The limits I and my friend encounter are bukkit updates, plugin updates. However there is but 1 plugin I wait on now. The others I am working to finish their configurations. Everything "is" done pretty much, just finishing up a few things.
Well if that was directed at what the server is turning into.
But for now it is just idle on 1.2.5 because no one plays on it really at moment. But yet it is not dead really.
[quote] Posted 01 January 2013 - 07:07 PM by Anon (as requested)
I'm sure somebody would enjoy reading through a wall of text... maybe.
So I'm that nameless programmer Wry brought onto the team. My experience with Java is solely a high school programming course. I started working (off and on) back in July, when he posted about it in his introduction on a website I own. Simply put, I was not a fan of how clunky everything he had worked.
At that time, I was a big fan of how Pixel Powers worked. The classes each had their own advantages, and everything worked quite smoothly. I suggested that he use Pixel Powers on his server instead of what he was attempting to do, but he didn't want to require client modification. So that was my basic goal: streamline how the abilities and such worked.
For instance, the speed boost for earth ponies. Originally it was a casted spell, giving a long duration of much faster movement. I tried to make it more automated, and have it a much shorter (5 or so seconds) speed boost at the beginning of a sprint. However, that didn't work so well when the client lagged, so I simplified it further to a varying overall speed bonus to each class.
And flying. Oh dear god flying. Originally it was a spell you casted that drained mana at a constant rate, regardless of whether you were flying or not. Now it's just like flying in creative, except it drains hunger.
I've also done quite a bit with custom server mods. Players can eat grass/flowers, fishing/bosses have better rewards, beds heal you gradually when you rest in them, and some LoZ inspiration with nether bats. I also worked on improving other mods, like reconfiguring a keep-item-on-death mod to only keep tools + 2 random pieces of worn armor, or improving a player-riding mod so players can -effectively- share abilities.
Probably our biggest step towards an "RPG" system, other than the classes, is the leveling system. (Apparently) inspired from Terraria, Wry made mobs get much stronger as you reach lower depths (honestly, I never played the game before then and still came up with the same idea). So while a surface mob may be about as strong as a mob in normal mode, a near-bedrock mob will be harder than any mob in hard mode. However, the stronger mobs will reward players with better drops.
Players will now do more damage as they gain experience levels. This system, I'll admit, is very heavily based off of Cave Story. You max out at level 10, and you lose experience/levels as you take damage.
Finally, there are some "custom" items that are involved in combat. Critical tomes, which give a permanent bonus when used, and assist/ultimate scrolls, which are a one-use cast.
Did I mention Wry has also been working on custom terrain generation? Wry has also been working on custom terrain generation.
So what's the best part?
This is all already programmed. We're just waiting on some mods to update.