inventory v2 features
this is a revision plus minor enhancement to the existing inventory system. We arent quite ready to go live, but I thought I'd take a moment to go through what we are changing.The code has been totally reworked from the ground up. it is presently designed to behave in function and appearance to the current inventory system.
however it will have several improvements in the first release.
--newish features
1/ all items have been cleaned. some that were broken and never released into the wild will now be available!
2/ custom accessory maker has been improved.
3/ the crafter of a custom accessory may now duplicate his own creations. if you’re an artist, you may now sell your wares!
4/ custom accessory history. those who create new accessories will be able to view them from a panel, and create them at will. the same as if you duplicate an item.
--technical goo --
1/ all items have been extracted from the system itself. new content may now be added with ease
2/ inventory will now be the central point for equipping AND removing accessories. you will still remove as normal from the dogs page, however the removal of equipment will go through the inventory system.
3/'effects' may now be managed and finally introduced, nearly a year after embarking on this endeavor!
4/ different game 'actors' (ie. dogs, handlers and kennels) will soon be able to handled by the system.
5/ paves the road for the asset management system, which will dramatically clean up art on alacrity!
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looks like all the stuff I wanted to get done are in this rework.
just have to go and clean all the code up, and reorganize. we might be ready for Monday Release!