IndigoFenix: I'm talking a lot of interest in this , is there possibly a way I could help with the programming? What language is the server in?
I don't really see how two people could work on one code, at least one as interconnected as this. Maybe if I split up some of the spaghettier parts into multiple files, but it still might be more trouble than it's worth.
The server is PHP.
This seems like it could be fun when you implement the fighting systems. Seems like with some work you could make enemies and such have more extravagant attacks.
I'm planning on splitting up combat behaviors into 3 categories. First, the default aggro/chase/collide/retreat system we have now, although this will have more complex behaviors later with things like retreating, flocking, and threat assessment. Second, custom techniques which will be associated with custom animations and utilize certain stock behaviors: strikes, grapples, tackles, and spawning objects as bullets, beneficial abilities like buffs and heals can also go here; the AI will use these automatically as appropriate. Third, more elaborate attack patterns that utilize functions; these will mainly be used for bosses and the like.
The main focus of the function system, especially as it pertains to motion, is for building cutscenes; everything is executed in sequence by default so you can simply script out what you want to happen without having to worry about getting the timing right.
There may also be a yield/capture system in place where enemies bring you to a location if you surrender to them, or if they simply bring you anyway if they defeat you. Truth is, I haven't quite worked out what the default behavior will be when you die; right now it just resets the room but there should probably be save points or something. I'm also not sure what will happen if you fall in a pit, should that count as instant death, pop you back out with a bit of HP loss, or something else...?