I have been busy.
The game is now in a releasable state. Visual equipment is fully implemented. Server-side saving of variables, switches and items is complete. Login, register and character creation fully implemented and joined up.
Let's see... how long were we down.
Character Creation completed
Any blank space is for buttons to "generate at random", coming in a future update.
Server-Side Switches and Variables
Complete.
This was actually much more complicated than I anticipated, for two reasons that only really apply to online games.
1. What do you do when a connection is lost half way through an event?
This has meant having two versions of switches/variables. Most are local, happening client side. Some are global, server side.
Development wise then, I create an event and fill it with normal, local variables and switches, controlling things. Then at the end of it or at key points, I set a global switch or variable, which "signs it off".
That way if the event is interrupted, switches are reset so you can restart the game and try again. But if you complete the event, it sets a global switch and saves it to the server, so that it keeps your progress.
This does open the way for hacking. I'll come to that and my thoughts on it later.
2. How do you perform event triggers using switches?
I can't just refresh every frame and check if a server switch is set - that would cause no end of problems. The solution I have come to is to have events triggered by local switches, and then at key points (such as on map load) setting these local switches based on global switches. At any point the game sets a global switch, it then sets the local switch too.
Wibbly wibbly timey wimey stuff, but it works.
Now that we have variables, I can do character sheets.
An early rendition of them is now complete.
That's all live, but a lot of the variables in it require stuff to be made beforehand so there isn't much there yet.
This mockup shows how they will eventually look, but there will be additional graphics on top of these too.
Crucial Update: We have items!
We now have server-saved items and a basic resource gathering event. More complicated than it sounds, honest.
You can't do anything with the items yet, but you can at least own them.
Instead of MediaWiki, I have created my own guide system. Basically I only need a couple of pieces of "bbcode". Basically my guide pages just look like this:
Tiben is a [town] in the [Tiben Region]. Anything in [these] is a hyperlink. |title| That defined a new [title] and created a bit of [spacing]. This all together produces [this] overall page.
At this stage in a project I normally end up getting too roped up in setting up a website, so I have thrown one together quickly and I will not make any other changes to it (probably). Now I can just concentrate on the game. (Today is a "day off" in my schedule so I haven't eaten any development time to do it).
http://www.afar.ws
I just stretched a background image, added a play and register button, and then did a fade effect with some further information should anyone need it before starting.
Today's focus has been connecting systems together properly that were created in the past week as certain linkages were missed out.
- Fixed bug with player initialisation
- Stopped players accessing systems without being logged in via url editing
- Login and register now take you into the game after doing so (did take you to the forums)
- Disabled forum access from outside of the game
- New players are prompted with the character creation screen on first log in
- Began to implement music to the game
- Rationalised images for lower resource usage
- Began to plan the next game maps: interiors for the port town, and the Tiben Woods
The game is not online yet, but thanks to today's updates it could be released at any time, as all key systems link together and are visibly complete and coherent.
I've fleshed that out somewhat (today isn't an official development day) but you get the idea. It keeps me accountable and is useful for working out how much work I am or aren't doing for myself.
A Sunday so again today isn't an official development day. Nonetheless I have been cracking on. Back full swing tomorrow.
- Visual Equipment is now fully implemented, testing and working. So you now play with your selected graphics (hair colour and style, default clothes, skin colour, and then equipment overlays).
- Began planning the game world (or, rather, planning how to adapt the world from old Afar).
- Began mapping the next map, Tiben Woods, which links the Port to the Town.
- Mapped two feature hotspots for the Tiben Woods map. The first is a resting traveling merchant:
The second is a more difficult to find camp, which is hope to many poor dwellers. This was the landing spot for new players in old Afar, so in this game it acts as a kind of hidden feature that gives some lore about the game:
Both still need work and stuff around them.
- Began working all the tiles I own into a coherent structure so that they are easy to pull from
- Fixed the website for iPod/iPhone
- More minor bug fixes here and there
- Began to structure my development with source code management and other software