Showing posts with label cyphesis. Show all posts
Showing posts with label cyphesis. Show all posts

Saturday, October 26, 2013

Cyphesis 0.6.2 release

Cyphesis version 0.6.2 has been released and is now available from the WorldForge download site.
Cyphesis is a small to medium scale server for WorldForge games, with builtin AI. This version includes the demo game Mason which is currently in development. This release is intended for server administrators wishing to run a Mason server and World developers developing new worlds or game systems. It is primarily a bugfix release which fixes a serious crash issue.
Major changes in this version:
  • Fix for a possible crash related to wielded entities and destruction.
  • Addition of a new “spawner” property
Source code can be downloaded from here:

Thursday, September 26, 2013

Cyphesis 0.6.1 released



I just recently released Cyphesis 0.6.1. The official announcement is over at the Worldforge site.

This is the first release after I took over from Alistair as maintainer. The focus, as well as with the upcoming Ember release, is fully on implementing features to make it easier for world authors.

This follows the strategy I laid out when taking over maintenance duties in April. In order for Worldforge to attract new developers and world builders we must make it much, much easier to actually create worlds. A crucial part of this is making sure that any changes done on the server actually are persisted between server restarts. Previously this wasn't true, as no "minds" were persisted. That meant that all of the behaviour and knowledge of any creature or character was wiped out when the server shut down.
That of course made it quite hard to iteratively construct an interesting world. Not so anymore!

But not only that; it's now also much easier to both alter and inspect minds. This was also a source of frustration previously, as there was no good way as a world author to interact with the minds. While a crude mechanism for inserting new goals was available, this didn't really cut it. Especially when goals malfunctioned or behaved in non-intuitive ways. Trying to figure out why the woodcutter wouldn't cut down the tree one meter in front of him was nigh impossible.
All of this is now improved as it's now possible to add, delete, alter and inspect goals. The latter feature is a god send when constructing behaviour or implementing new goals, since it's now easy to see exactly what a certain NPC is thinking.

However, in order to fully use these editing feature you must run the latest version of Ember. There will be a 0.7.1 release shortly; we're currently working out some final issues. In the meantime, if you want to try these new features out you should run Ember from the Git master branch, preferably through the Hammer script.