Thanks for that, Street Wolf! None of it really screamed "MMORPG Tycoon" to me, but I'm keeping it in my list of bookmarks for use on future projects. :)
October 5th:
Huge amount of work done today, but I'm realising that MMORPG Tycoon probably won't be ready for testing this coming weekend. Might be one extra week.. but we'll see; I might still meet my self-inflicted deadline. :)
New today.. you can now place "Quest Givers"; these are buildings which are where adventurers go to pick up quests (they appear as WoW-style exclamation marks on the map). When you place a "quest giver", it randomly generates (currently) five quests.
There are currently two types of quests; hunting quests and fetch quests. Fetch quests are boring; the player just needs to visit a designated spot and then return. Hunting quests designate a small area of the region, and spawn several monsters of a single type in it. Players trying to complete a hunting quest must defeat the correct type of monster inside the quest designated zone, to get quest completion credit. (In my most recent testbed, the quest giver I placed generated the following quests: "Find the letter", "Kill the Soldiers", "Cull the Orange Snakes", "Fight the Bears", and "Locate my left sock")
In the same way that players keep a "home" of the correct level which they return to before logging out, they also now keep a current "quest giver", and keep track of their current progress through the quest giver's quests. Once they've completed all the quests, they'll move to a new quest giver. If they run out of quest givers, they'll resort to grinding (and complain about having to do so)
I've also done an awful lot of work on the adventurer AI. Previously, adventurer AI worked by alternating between "go home" and "walk around randomly, occasionally fighting a monster until I've fought enough monsters". Now adventurers have a set of several competing drives which they're trying to keep satisfied. Adventurers can stop in the middle of pursuing a quest in order to socialise, they can choose to grind instead of questing based upon several factors, etc. But there's a lot more work to do, here. I still need to implement parties, and I need to reimplement the old "try to avoid congested regions" behaviour in the new AI model.
So overall, there's been huge progress today.. but it's made me realise how much is still left to do. I've blocked in most stuff, but.. there's a bit more still to go before it's fully stable and reliable.