I knew at an early age that I wanted to make a career out of writing about games, and now I have. You'll find most of my stuff right here on HonestGamers, of course, but don't be surprised if my name pops up elsewhere. Living out my dream keeps me very busy, and I wouldn't have it any other way!
It's time to wipe the tears from your eyes and say a meaningful "farewell" to your character in HGWars, because he's going away! Or she is, as the case may be.
I will be wiping all characters and battle records in the very near future, probably within the next hour and a half. Then the new round will begin and will last at least until this time on April 30, 2009. It may last longer or it may not, depending on how things are going.
I've just finished doing a bunch more work on HGWars in anticipation of its April open beta launch. The list of updates and additions is as follows:
* The 'Gear' section is now filled out with a total of mroe than 100 items, many of them added over the course of the last 24 hours. It's unlikely that many (or any) more items will be added anytime in the near future.
* Job listings have been expanded. There are now a total of 18 jobs in the database, up from the 11 that existed less than 24 hours ago.
I haven't posted for a bit, but I thought I'd check in now to let you all know what song is playing on those Dell commercials. The song is "Colors" as performed by Kira Willey. You can see it here:
You're very welcome.
(Yeah, the song was catchy enough and I was bothered enough that I actually looked it up. Sue me.)
I've just finished adding the final significant features to HGWars today. The final addition was the 'Pray' feature, which ironically is one of the first things I had in mind when I decided to even tackle the project!
Basically, players can 'pray' in-game to raise 1 or 2 levels (their choice), so long as they have the necessary HG Points. The number of HG Points required increases based on the number of experience points required to level up. Characters of the cleric class will also receive a discount.
Last night and this morning (they all blurred together for me), I got the last of the huge feature additions out of the way in HGWars.
It's now possible to buy weapons, armor, helmets, shields, boots and accessories. Or at any rate, it will be once I create the actual items. I've put the framework in place to easily do so, and I threw up a few pieces of equipment just for testing purposes (though they'll stay as the first available gear).
I also went through the battle page and added the digits into the scripts. I haven't been able to test much just yet, but as far as I can tell everything is working smoothly. Combined with mercenaries, gear should give the game that extra bit of depth and customization to make it feel more like a well-rounded experience.
Okay, so I added another feature to HGWars today, but only because it's one that I'm really excited about.
Now you can place mercenaries within your fortress. They cost varying amounts apiece and they will boost your stats, depending on what mercenary types you hire. I believe that I have successfully coded them into the battle system so that everything is working, but it's early to tell because right now I can only afford one mercenary and people keep kicking my butt before I can even recover. But whatever. I'm not bitter at
EmP them. Not one bit!
More people should call me dishonestgamer, I guess, because tonight I made a liar out of myself and added another feature to HGWars.
This feature won't do anyone much good just yet, but it's laying the groundwork for important stuff.
It's now possible to buy a fortress. The way this works is that you have to start with the weakest fortress. You can only buy it if you meet certain requirements, which include your character level, gold required and property in your possession. From there, each upgrade has its own requirements. As you continue to improve your fortress by purchasing upgrades, you'll find that you have the capacity to recruit more mercenaries.