HackersQuest 0.4.0 Alpha is out
I just saw that HQ 0.4.0 alpha come out Feb 4. One set of changes include the command format. Looks like they are going for the grouping format such as item, spawn.
I would hope that the project here follow a similar format. Not only does it make the commands easier to group, but a prompting system could act as completion (like the IDEs do for programming languages). For example no matter how many times I use the commands i can never remember if its: searchitem - itemsearch summonitem - itemsummon Using the "item" format, it would always be: item search item summon and item ? would give a list [search, summon, etc...] same with spawn spawn hp spawn heading spawn blah-blah but a create spawn would have to be something like this: spawn new .... although the spawn and item examples I gave don't say which. So if I want to change hps on spawn-1 and spawn-2, how do I reference them? Probably as spawn <spawn-1-id> hp 20 I am too tired to actually dl the 0.4.0 |
Still no combat or spells?
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Its a nice version including all spawns is a lot of zones i think (didn't tested all)
still no fights and spell :( mobs are also not walking but they've their own textures... some items are missing :( |
Its looking really good.. Zordon is definately doing a great job with it.. Does he have anyone else helping him with it or is it a 1 man show? I still cant believe it's in a script language.. Ive heard alot of good things about Ruby though (alot like Python from what Ive looked over it).
They're going to run out of version labels pretty soon if they keep bumping it up by .1 everytime they release.. Soon were going to be seeing.. .9.9.4.1.1, .9.9.4.1.2.. hehe |
their emu is nice. but main problem is it is not entirely open source. Other problem is that its such a mix of ruby and c++ that it is IMPOSSIBLE to modify the src =p
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