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miroha

  1. Almost done with equipment and becoming painfully obvious a lot of refactoring is needed. Commands, actions and events are out of control.
  2. Almost have everything in place for equipment now, including design. Just need to add the commands and the JS templates.
  3. Fixed a couple bugs and setting up a Jekyll powered site to release more detailed information on Miroha, such as screenshots and videos.
  4. Just deployed changes and fixes preparing for equipment. Turns out there's a lot more to do for it than I expected. About half way there.
  5. Gave accounts out today and things went smooth. Fixed the bugs found, and more, faster than expected tonight. Equipment is up next.
  6. Finished the inventory display which included a good bit of JavaScript refactoring. Planning out how equipment should work now.
  7. Several behind the scenes interface updates today. Also finally added an inventory display which still has one kink, but it's almost done.
  8. One week somehow turned into two months. Fear not! I'm back at it and just squashed an old bug.
  9. Taking the week off from Miroha to work on @trackclass some.
  10. @zaschell Nothing that fancy, yet. It's currently "/drop [name] (quantity)".
  11. Drop and pick up can handle items with spaces in their name now, improved their messages, plus a few fixes and some clean up so far today.
  12. Refactored and cleaned up JavaScript, removing a couple hundred lines, and added a list of exits after the room description.
  13. Improved and fixed bugs in item movement. About to add a third dimension to rooms for moving up and down.
  14. Phew, I am done with the refactor. Also can pass a quantity to drop and pick up for stackable items now. A lot more work ready for tomorrow.
  15. Refactoring, apart from being a massive undertaking it is quite enjoyable. Less, easier to understand code, equals good times.
  16. Bug fixes, characters can drop items, and items can stack. Working out a standard for actions, callbacks and events to manage the growth.
  17. Finished the JS for item events and greatly improved the interface for users without JS enabled. Few other minor tweaks, too. Time for bed.
  18. Monsters have items which drop at death. Characters can pick them up. A lot left to do for them, including improving the implementation.
  19. Added description to monsters so you can inspect them now and a basic command history, for JS users. About to work on items some before bed.
  20. Finished combat refactoring. Added character attack throttling and monsters can now forget you attacked them. Few more bug fixes, too. Phew.