Well, I have been working on quite a few different systems lately. All of the changeable actor properties are now in a separate class. This made it much easier to compartmentalize. The user interface just got a few new enhancements to reflect the new actor properties available:
breath will be used for when the player is submerged in liquids, extreme heights in an air-tight vehicle (vehicles intended for extreme conditions will have to cycle their own air using either storage tanks, carbon scrubbers, or electrolysis). Above a certain point in the world there is no more atmosphere. There is also a likelihood that I will be adding toxic gases, so breath may also be used when in a toxic-gas environment.(chemical warfare, anyone?)
I am putting in the multiplayer death/damage code. It’s nothing too fancy right now, but you will die if you stay under-water for too long. The goal is to get everything ready for adding NPCs (that includes mobs).
Next will be the experience system and attributes available upon level-up. Each level will generate a # of attribute points, which you can then assign to separate categories like jump speed, run speed, health, breath, power, competence (comes into play with crafting, item usage, and reverse-engineering/deconstruction) and a few other unique things(wanna breath underwater? that will cost ya…)
anyways… more later.