Lockwood Alpha!

Woohoo! Lockwood (Closed) Alpha went live last night! We’ve already seen a lot of changes thanks to bug reporting, including one very nasty bug that was difficult to trace (involving input validation and Mudlet 2.1 telnet subnegotiation).

To do list: new, better parser for commands, more skills, abilities, defenses, NPCs.

Coming very soon, stay tuned!

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Sleeeeep….

sleeeeepp

 

Among other afflictions, sleep was added today after a much-needed rewrite of our afflictions, cures, and skills processing, as well as input parsing. Lockwood got a bit of a facelift, and we march on towards alpha!

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Downtime last night

Sorry about the downtime of the website from last night until today. Our service provider had a problem and the server went down–postfix thought it’d be hilarious to keep the server from booting up each of the 100 times I tried. Adding failover to the check list of things to do before new years.

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Screenshot Saturday: Frozen Solid

I understand if screenshots of MUD development may not be exciting. During Alpha and Beta testing I’ll see about putting up a changelog feature to make things more tangible. For now, though, development is too volatile to do changelogs.

Here’s a screencap of me curing the “frozen solid” affliction.

It’s a type of binding that you have to use the syntax “struggle” to get out of, otherwise you’ll remain held in place.

 

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Quick mentions

Few quick items to update you with:

1) More art is coming in the next few weeks.

2) Come chat with us on IRC. There’s a link to our channel (#lockwood on freenode) that’ll take you to an IRC client on the right side over there ———————————————————->.

I’ve set it up so I’ll always be in #lockwood, but I may not always be present (I most likely will be close by though) so talk anyways and I’ll receive the message and get back to you :)

3) No screenshot today. We didn’t add any features today, only did some bug fixes. Stay tuned.

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Screenshot…not saturday

Quick update. In the last few days of Lockwood development, we have made a slew of changes and we wanted to share some of them. I give you: afflictions and cures in harmony, a first look.

These are from two different perspectives. One is the person doing the deed of embalming, and the other is the one being embalmed. Embalming, in Lockwood, leaves the victim paralysed until he cures it. As you can see by the second image, the second player had a verbena tablet handy and used it to cure his paralysis. This style of combat is probably not unfamiliar to many people who have played MUDs before.

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Screenshot Saturday: Cures

Tee-hee.

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Annnnd we’re back!

Apologies if we vanished for a time and for any inconveniences anyone may have experienced!

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Lockwood version 0.2

Hurrah! I’ve been doing some serious hacking on Lockwood lately and I’m proud to say that I’m elevating the Lockwood server version to 0.2. What does this mean to you? Well, I’ll tell you…basically this means the core implementation of Lockwood has been coded out entirely and now we can start focusing on actually building the world and making it interact with you. Instead of writing in code how a player may perform a skill, or interact with a mob we can focus on what the player does.

tl;dr: We’re working furiously to get to Lockwood Alpha release.

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Lockwood Update

Quick update about Lockwood: now that afflictions are working we’re in the process of polishing items and NPCs. After this, the Lockwood framework will be elevated to the next version where we can begin building more fine-grained objects such as the 4 original cities (Synedraeon, Halsyin, Waxwing Vale, and Ingress) populating the game with (gasp) skills and other fun things. We’ll begin closed Alpha testing in the next few months, which should give us some excellent feedback on our progress. Thanks for stopping by!

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