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- Professions system progress update
Just a quick update to say, the professions system is now in private beta testing.
We have:




We have:
- Resource node actions that can be placed on maps to enable profession usage (fishing, mining, etc.)
- Profession skill page to list a player's skill level at each profession type.
- Mechanism for changing the time taken, drop chance, chance of better item drops, etc., based on player's skill level
- It costs turns to perform a profession action
- There are required items (i.e. pickaxe, fishing rod) in order to start the profession
- Items will accrue wear and tear from usage, as they will with attacking
- Resource nodes will "run out" for a while if excessively utilised
- Final UI design for each profession type (at the moment it's just a basic one)
- Tuned resource spawn rates, drop chances, turn costs, etc. (it's going to be hard to keep this from getting out of hand, hence the need for some initial testing)
Invisible War FTW
Edited 5 time(s). Last edited by Cyberkilla @
Ah, I saw one of those unreality potions in Abandoned yesterday but it had expired. What do they do?
I can't remember. Lol
Would check but not at computer. You can get to Unreality Land using the Unreality Belt, I think. Or is it the Jump Pack..
Invisible War FTW
Quote from Cyberkilla
Would check but not at computer. You can get to Unreality Land using the Unreality Belt, I think. Or is it the Jump Pack..
Both
Hmm, hard to believe this code has been sitting waiting to be used for half a decade. Almost as hard to believe that there's been half a decade because I don't remember it 
Well, I think we can use it as-is, but the sticking point was always that I needed to make the resource items, then crafting functionality to make them worth collecting, etc.
Instead of being OCD like that, perhaps if we just pick one thing, like a fish you can just eat for exp or something, and test it in anger with that.
Well, I think we can use it as-is, but the sticking point was always that I needed to make the resource items, then crafting functionality to make them worth collecting, etc.
Instead of being OCD like that, perhaps if we just pick one thing, like a fish you can just eat for exp or something, and test it in anger with that.
Invisible War FTW




