Friday, March 12, 2010

Testing for 1.01 Underway



I have completed development for version 1.0 and all that is needed to be done now is some database entry for final testing. Here are the new features for 1.01

  • Main: Completely refurbished database in order to support the idea of ICE acquiring it. The reason for this was to format for an already created database by someone else who had already made the XML database work under an XSL template. These templates are just fantastic and are very close to looking like an actual page from the book. There is also an index.htm which lists all of the XML files which when clicked will render an attack table or critical table. These databases are 100% customizable however I do not recommend changing the node names or attribute names as a lot of them are used by Orc. Again the XML database submitted in the program will be empty save for the template itself. However I do not plan to change the format in the near future or ever as this is a format that works well and in my mind is pretty solid.
  • Secondary: New fields and logic for AddPlayer so that a player can create characters that cannot stun or bleed.
  • Logic for armor bonuses and other bonuses for defense.
  • Can now link an attack to another attack. This allows a player to define two attack weapons such as the skill Two Weapon fighting or if you created a Martial Artist whose style allows for a second attack. Also a field to link this attack only if a critical happen which helps with creatures who attack with one natural weapon and if they crit can attack with another.
  • Added a Spell Pane which now lists all active spells. To make a spell active, go into the spell dialog window, select a spell from the list and click cast. If the spell casts normally it will appear in the Active Spell Pane.
  • Also this version links large creatures and super large creatures to the large and super large critical table.
  • Also this version allows a player to mark their weapon as magical, mithril, holy or slaying.
There is also some new logic for attacks:
  • The ability to define more than one critical for a result. For example an F crit shown in the book can be defined as an E crit with a table and a C crit on another table for example.
  • Also if a condition is a part of the critical, for example if the critical asks if the target has arm greeves you can select this condition over the regular critical and apply it. This works with bracketing criticals as well.
  • Also criticals keep track of more information such as initiatives, parry penalties, death and death in rounds, knocked out, knocked down and prone.

That's all I can think of for now. I'm looking forward to having this version finished and done so I can move on to bigger things like the Character Generator.

Also: again, for anyone interested in helping to develop Orc, want to add new things, fix things, make it work under Linux or a Mac (everything is coded using wxWidgets and C++ and XML so integration into these Operating Systems should be easy and standard) or if you are interested in being a beta tester. Again source code will be available and if you setup Code::Blocks all you have to do is load the project file and you are all set.

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