eezstreet Posted April 6, 2019 Posted April 6, 2019 This is a very heavily WIP list of what is going to be changed in this version. Some of it is still being designed as we speak. Anything in RED is not complete. Engine Overhaul Added rd-rend2 as an option. Redid the entire memory allocation system. It is much more centralized and can better track how the game is using memory. Added perf_zone to monitor memory usage Added perf_net to monitor network traffic Improved the perf cvar to have more performance tracking options Added dimensions/player isolation. Servers can now have multiple maps loaded at once on different "dimensions" that clients can switch between. This allows for instances to occur. Removed ICARUS scripting engine, replaced functionality with Lua. HUD code migrated to Lua. Added save system. For now players switch between different profiles (full login authentication service coming in Phase 4) Much vestigial code removed (Old JKA NPC code = gone, vehicles = gone, ...) Completely redid the AI systems. New NPCs will have a variety of new behaviors and features to offer challenging PVE combat. Chat and text overhaul for fonts, etc. New Features Primary Feature: Players can embark on quests together in a hub world by joining a party and then migrate out to dungeons/instances to complete quests. Mos Eisley Hub Map. This includes various different NPC located throughout the city that offer various types of services, quests, shops, etc. 3 fully fleshed out story quests and 2 shorter quests. More will be added later on (likely in Phase 3), but these will serve to demonstrate what quests can do, how they'll work, and will be designed to be repeatable and can be done as a coop group or as an individual. Most of these will have new maps used for their instances. Quest system. Keeps track of what quests the player has started, and what the current stage or settings are for it. This includes UI for managing quests/journal etc. Party System. A player can invite up to 4 others to join them for Coop quests or to coordinate as a PVP party. Management of the party can be handed off to a new member or disbanded. Rudimentary Level System. While skills were introduced in v1.5 and v1.6 of Phase I, this system manages XP and distributes skill points to spend based on level. XP can be gained by killing NPCs, players, or by completing quests. This data is not persistent (yet) and only lasts for the session. Smoo, Maksman, Droidy365 and 1 other like this
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