Monday, August 31, 2015

Working on LockMod today!

The last few days we've seen the addition of animal and soil-fertilization mechanics. I will be posting soon to outline the intended mechanics of these additions for testing.

There are really 2 different things we need in place before we have any business advertising the server:
  1. Provide some sort of locking mechanism for chests and doors
  2. Some sort of imprisonment mechanic
Today I am focusing primarily on #1.  More on this throughout the day, but the basic gist of the mod is to provide a combination-lock system based on inventory contents.  Trying my best to think out a system that has fewer computational costs than traditional lock/key mods and also brings extra value and richness to the game (rather than relying on too much off-the-board mechanics, background databases, etc).

No comments:

Post a Comment