As promised, I’m here today to talk about the Instinct system that I glossed over at the end of yesterday’s post. Before I get into the nitty-gritty of exactly what the system does, I feel it’s beneficial to give a bit of background for comparison, as the final system (at least as far as I’ve [...]
Posts Tagged ‘equipment’
Basic Instinct
Sunday, October 18th, 2009Order of the Draw
Saturday, October 3rd, 2009I’ve decided to follow up yesterday’s rather unorganized post with one that has a bit more planning put into its presentation. Today, we’ll be taking a look at a very specific part of a spriting engine: draw orders. The draw order of your sprites is a crucial element in any spriting system, and optimizing draw [...]
World wide window
Monday, September 14th, 2009As adamant as I’ve been these past few days about keeping arbitrary numbering systems out of Atma, I’m still rather fond of them. Min-maxing my attributes, picking the perfect set of weapons and armor to optimize a particular stat build, determining the best skills to invest my points in — all of these are things [...]
Striking the anvil
Friday, July 17th, 2009To wrap up the “arts and crafts” inclination my posts have had lately, with its provisions for those weak-willed people who prefer some form of compelling interactivity outside of combat in their MMOs (the fools), we’ll conclude with the forging system, a standby of MMOs that is typically done fairly well but which has a [...]
Don your robe and wizard hat
Tuesday, July 14th, 2009Equipment systems in most MMOs are just ridiculous. I don’t know about you, but once two people are both wearing plate mail, they’re about as protected from one another as they’re going to get. Wearing more ornate and colorful armor than the other guy can’t reasonably make you any more effective a fighter. It gets [...]






