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WTF is that?


News Updates


Friday, 31st March 2006

Evening all. Okay here's the latest. With this update, the player master stuff is finished. The null players work properly, so the mailouts are beneficial. The first person to read their berk mail and to challenge the level master will get a free level, and all the other benefits that comes with it. The downside to taking this free level is that the people who are too slow will be challenging the winner to battle when they try to get the level first, as they will be getting the mailout as well, and there's purposely no way to list the level masters. I've also updated my to-do list as you can see on the website. Interkingdom economics will play its own role soon.


Friday, 24th March 2006

Ok. The player-master ranking system is working now, and I've added the global mailouts to all players of the level eligible to take the vacant master rank. The advantage in being the first is basically a free level up, or will be. At the moment, it just makes the player challenge one of the default AI masters, but that will change soon. The point is, the system works :P


Thursday, 23rd March 2006

Evening all. Just thought I'd upload what I have so far. New changes include the first additions of the Player-Master script I've been meaning to do for a while. There is now a masterlist.txt which contains the names of players who are level masters. Players can now become level masters when they beat the previous master. The game starts with the normal default masters. I've attempted to add a clause which makes sure a player cannot be a master for more than one level, but it doesn't appear to work at the moment, so I'm working on this. The idea is that a player who is master of level 5 should not also be master of level 1 as this restricts many players from gaining levels, and effectively stagnates the game. As soon as I've fixed this bug, I plan on finishing this feature with a general in-game mailout to all players via the berk post office with a memo to let every player know whenever there is a power vacuum in the master ranks. ie. If a master moves from level 1 to level 2 and leaves a vacancy, I want to make sure that everyone has equal chance to take this rank for themselves. The first player in gets the rank of master, and it will be up to players to check their inbox. This has the added advantage that it should make sure players make use of the berk post office.


Sunday, 12th March 2006

By gum its been a while. Anyway, these are the following changes. I've added what I'm calling the Automatic Hourly Finance Updater (AHFU) which takes care of kingdom taxation, investment income and so on. Currently the taxation only takes peasant population, and I will be adding taxation of the investment income but at this moment, all the income from player investments is tax free. AHFU also takes care of peasant migration, which relies on how much land a kingdom owns. I've added the investment portfolio info, so the current player can see how much investment income they are likely to gain. This is raw numbers, so the player still has to work everything out themselves at this point. I didn't want to put in totals until I finish the taxation. The player can now buy and sell High Risk Investments. I wanted to do these ones first as they're the most likely to be destroyed in a kingdom invasion, and I will be needing to test that soon. I've modified the rebels now, so that they are taken away from their nation's peasant counter. These rebels will no longer be taxed, as they live outside the law. I'm also currently working on the new player level master system, as well as a simpler way of doing what is currently my plan for the large scale attack system.


Wednesday, 22nd December 2004

Ok, I've put a new file up for download. The changes are mostly internal but contains the first few sections of the large scale attack script which will be used for rebel assaults as well as kingdom vs kingdom battles. This isn't complete yet, but its nice to have a backup just in case my hard drive dies. ;)


Wednesday, 10th November 2004

There's an updated file with this update. Changes include a working Kingdom Statistics, a new %peasants variable which will be used in conjunction with %taxrate to calculate a kingdom's daily tax income. Peasants will flock to the kingdom in droves. The exact size of each daily drove will be random, with a maximum possible outcome proportional to how much land the kingdom is in control of. In short, more land equals more peasants equals more income. And as always, the Ruler has the option of upping the tax rate in an emergency in order to fund quick conscription to counter assault an enemy who has taken their land in a conflict. Other more miscellaneous changes were unseen, as I have cut out some unnecessary script by combining halt statements for multiple if-else outcomes, etc.


Wednesday, 3rd November 2004

Hmm, its been a while since the last website update. As bad as it looks, I have actually been working on Berk. There hasn't been any massive updates, but lots of little fixes and additions, like making a lot of the new kingdoms stuff functional. Rulers can now conscript soldiers, train soldiers into knights, and buy/sell quark pulse turrets to defend their nation.
The biggest change was not in the game itself, but in the scripting, as the berkevent1.mrc script reached 64k and I had to start a second event script, which is only called if the first does not have what the user was after. As the first event script has all the core stuff, the second will not be used as often so any slowdown that could occur has been minimised. I suspect that all of the rebel and kingdom stuff will eventually be moved to the second events script, to make room in the player fight area for the rest of the combat spell effects for the spells that are yet to be added. I will upload an updated copy of the berk scripts with this site update.


Thursday, 2nd September 2004

Hi there! As I have recently begun revisiting my work on Berk, I thought I would put up a new Berk website.. and this is it. After doing a small amount of new work on Berk, and fixing some bugs that have been hanging around for a while, I realised that the current version wasn't anything like the original 0.03-testing I was working on before, so I've updated the version number to 0.04-testing.
This website layout shows the current version available for download, the things I have been adding but have not finished as yet, and also future plans and ideas that I have thought of and might take Berk in a direction towards.
If you have any other ideas, please email me from the link at the top of this page.

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Latest version:

Screenshots

Current Berk

  • Fight monsters & other players with weapons and magic (spells 1-8 only).

  • Player Level Masters. The last player to beat a master becomes the master of the level beaten.

Unfinished Berk

  • Spells 9-20 are yet to be introduced.

  • Exitilus-style kingdom warfare.

  • Relay server script.

  • Kingdom economy (taxation, interkingdom trade deals, interest rates).

  • Personal finance (medium & low risk investments, and investing in foreign kingdoms to be added).

Future Berk

  • Class options at the start of the game. Every level afterwards gives the player a class bonus.

  • Automatic spell casting when a non-active player is attacked by a current player.

  • Multiple players playing at the same time.

  • Conversion into other script formats such as python.

  • A Berk Webcomic.

© ickus 2004