| 12/28/2007 - Build Imminent | |
| 11/30/2007 - Upcoming Build Announced for December | |
| 6/7/2007 - New Progress Visible | |
| 9/25/2006 - Change to Display | |
| 8/22/2006 - Using Login and Logout | |
| 7/28/2006 - Aquaman Pilot | |
| 7/21/2006 - AUUGHHH! Keerbisha's Dead! | |
| 7/19/2006 - Coolest Game Evar? | |
| 7/15/2006 - Giants of Legend II: War of the Dragon Queen | |
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Second Tikid, Hour of the Mage, 39/310 (2/8/10)
I just now got doors opening and closing this morning. This will allow for portaled spaces and less zoning within "interior" spaces--doors can be opened and closed under script control to "lock" and "unlock" them allowing passage. It is fairly easy to create one-way doors, too (the first thing I did was trap myself behind the door in a passage).
Third Tikid, Hour of the Priestess, 37/310 (2/6/10)
Third Tikid, Hour of the Dagger, 33/310 (2/2/10) The chatHUD is yet a whole 'nother ball of wax. The routines in C++ handling message passing are so tightly wedded to their GUIObjectControl that they are almost hermetically sealed, almost as though the author wanted to make SURE no one would fail to appreciate their art--by rendering it nearly impossible to extend easily. Not at all the type of mind designing the .cpp files I mentioned, and definitely someone else again writing that part. In any case, Dispatch now communicates and updates the time to all world servers, and keeps them in sync. Last night I added the network calls needed for the sky to match the Hour of the Day. What's really giving me fits is the GUI, and the GUI tools--they are so fragile, that one can destroy ones own work inadventently. Keeping that many backups in toto adds a lot of overhead as the files are copied to a safe location. That could be solved by adding a couple of hard drives, but all purchasing has to be frozen--certain events, right after another, have tapped all the profit I would have made this quarter, and its going to be skint at least until the end of April around here. The cat is very, very sick, and the vet is very, very expensive (but very, very kind--yesterday they taught me how to give injections and hook up a glucose drip to keep her hydrated). $599 for another server just won't be happening for me.
Third Tikid, Hour of the Daystar, 24/310 (1/24/10) I really borked it up mid-week and broke the whole thing; looking at my code this morning I found so many logical errors its no wonder I thought it was broken. It's been a hugely stressful week with a number of strains on many fronts, but the gapping I'm experiencing is frightening. I am simply not seeing errors--variables not changed out, even after several proofing attempts, and the like. Yesterday, I wound up at work on Saturday from about 8 in the morning, when I started scripting, until 10, when I got called into the office, to 6:30 long after dark in the rain, and was just absolutely hating it by the time I got out of there. Hating it, to the point I was well aware it was past the point of irrationality. Then I came home and sat down and logged in remotely and kept at it until 4:15 in the morning until something that had come up in the course of the day was solved. One of my determinations for the new year was to slow it down and make the time to relax, and so far I haven't managed it. But I did get all the cloud controls implented, so that's a little better overall.
Second Tikid, Hour of the Rogue, 19/310 (1/19/10) Also, I wrote my first C++ tonight, and it worked. Awesome.
Second Tikid, Hour of the Jewel, 5/310 (1/5/10) Really need to find a modeling package that does everything in one step--unfortunately, good modeling packages start at $1000 and rapidly go up, so for now I'm stuck with modeling in one free program, importing and retexturing in another $35 one, and then reexporting, in order to get a reliable solid without missing polygons. And I haven't been able to consistently size textures during the retexturing. On the plus side, I'm getting really great collision detection with this method.
First Tikid, Hour of the Rune, 362/309 (12/28/09)
First Tikid, Hour of the Mage, 358/309 (12/24/09)
Second Tikid, Hour of the Rune, 357/309 (12/23/09) A bit of a setback when I discovered that a third, which was to be a dedicated server for the "world", can't run the server even headless--without an appropriate graphics array, even without a monitor attached, the kernel won't launch. I'm sure I'll find something else to do with it. Keeping a spare on hand is never a bad thing either. In the meantime, I'll start saving for what I need for the next piece--I'd been hoping to open it up so I could test remote performance on my lunch time during the week, but that will have to come later. I had to port the AI server from JAM to ANT over the weekend, too, so that everything could be set up under Snow Leopard and be as modern as possible to develop on... All the changes XCode needed to target a 64-bit OS required some reassembly of the Java-based source project. Still, the resources are slowly coming together to do something. I'll save for another machine with at least a 9400M in it--I will limp along with my old PC for now and test on my laptop. I can certainly port the code I developed for handling the socket between the AI server and the 3D server and get that done and tested. Then there's the server rewrite, as the needs to be handled are somewhat different than in the predecessor of the codebase...
Second Tikid, Hour of the Dagger, 351/309 (12/17/09) In other news, I'm finalizing the size of the first important zone. I have a magnificent couple of mockups with various approaches taken to staging. The moving target of hardware capability is difficult--coming to an innate understanding of what factors combine to create acceptable performance on a platform is an opinion, not a fact. So I've built several sized stages from similar heightmaps, and am placing large quantities of simple objects on them, and then running around while watching the framerate. Obviously, I'd like the map to be as large as possible, but I am trying to heed the obvious: no one enjoys a low framerate and lagging video performance. In the second month of the year, I invested in a low-end laptop, with a 9400M card. I bought it for several reasons--one, I could dual-boot it and test on Mac OSX and Windows platforms both--very important on the tight budget of the hobbyist! The other was the assumption that the 9400M would be a very standard low-end hardware configuration in a couple of years and by building with that platform as the "lowest of the low" now, the eventual production would run decently on the systems of normal users. Anything that works on "normal" equipment also works, by default, on the best of the best equipment, as well. There are still a lot of judgement calls to make, of course, in deciding what is just right, what needs to fit on the map without zoning, what a "common area" is and what should be cordoned off via instancing but it is fairly exciting to have learned enough over the last year to take these first steps.
Second Tikid, Hour of the Warrior, 341/309 (12/7/09) Many experiments still to run--information as to what works best in terms of texture size, polygon count, just how many trees makes a workable forest, whether the starting map should be broken into many smaller zones or one ginormous map--just whether it feels right or not, versus potential lag and the way further levels will be built. I am leaning towards breaking them up, so that each area can be larger in its own right than it could be, but I am still thinking about it.
First Tikid, Hour of the Horse, 269/309 (9/26/09) In other news, my low energy was traced to a gluten intolerance, and I've been on a gluten-free diet since July this year. I'm slowly getting better, although my energy levels are still quite low.
First Tikid, Hour of the Priestess, 224/309 (8/12/09)
Second Tikid, Hour of the Dagger, 196/309 (7/15/09) Such a hobbit.
Third Tikid, Hour of the Dragon, 180/309 (6/29/09)
Second Tikid, Hour of the Jewel, 166/309 (6/15/09)
Second Tikid, Hour of the Dragon, 165/309 (6/14/09) Previously, you logged into the website, and if you were logged in, you could access the client and it would talk to the website and know who you were. Now with the standalone, the GUI has to handle password authentication, so there are several start and stops to be added. I don't want to start the session until you create the character or choose your saved character, but I want the password authenticated before you can log into either, so sockets on the servers don't just sit there tied up forever while someone spends six hours minmaxing their first character (you know who you are). This means there are actually several connections needed in the process, so I just banged out the additional connection scripting needed this morning. Then I thought I would stop and make a backup while everything was working.
Second Tikid, Hour of the Jewel, 163/309 (6/12/09) Ran a client test yesterday morning from a remote location--from a Mac, no less--and everything worked, except for a minor bug where a second empty window is opened at launch, and which is related to TGB itself. I need about five more CPUs so I can run a public test with the first functional client--all the chat functions, including NPC "listening" and responding, was picked up automatically when I hooked up the server; as that is all handled server-side it was already "done". I noticed a bug in the MPC attack routine as all MPC attacks after the first fail--MPCs, even though their graphics may or may not yet be converted, are attacking if one is spawned as you move through the city; it is shown in the server logs scrolling by!
Second Tikid, Hour of the Priestess, 154/309 (6/3/09) The largest problem at hand is deciding whether to just redevelop the old client, or make all the changes as I learn more about what's possible. The old client was done to the point where I was writing quests and assigning badges. However, some of the new options, such as phone gaming, are really interesting--but obviously don't work with a mouse-based client. In any case, having the client for the 2D engine running--whether on PCs and laptops or phones or whatever--is an immensely helpful reference for building any future versions, even if they are radically different. It's also good for writing and dreaming, two other activities I think are important. So I'd like to just get a version up and running, even if it is just a 2D client for PCs (and Macs, of course), for that reason as well.
Second Tikid, Hour of the Priestess, 151/309 (5/31/09) The other week, as I downloaded the T3D beta 2, it occurred to me I was perhaps being even more stupid than usual. I decided to take a look at TGB, instead, and grabbed that demo while I waited (it's much smaller). Then came the idea that maybe I could learn the TorqueScript I was struggling with in T3D by leveraging the art assets already created for the Flash client. So I took a look at it, and bought the release version (gotta have the source code. It's the law) a few days later. So anyway, T3D was in beta, and I was struggling with Blender to create some simple art assets again, and miserable (really, I can't even explain how disruptive it was to learn that the DIF art assets I just spent six months learning to build and texture are being tossed as an art format). Then I kind of liked TGB. It was a pretty much working game engine that I grokked, as it was very much like the toolset I'd laboriously invented for the Flash client. I loaded some assets into it, and after playing around, decided it might be possible to connect it to the WOAServer.
That's how I spent the next few days (evenings, rather, I work days). It was actually trivial to get a socket up and running in TorqueScript, so then it was learning about GUI controls, and behaviors, and scenes, and the other local TGB conventions. Now it's Sunday, and I've got a socket up, communication happening with the WOAServer, navigation clicks working, and some other things I could never, ever get working well in Flash:
Suddenly, I have a huge library of assets, and a template to follow. There's still tons of work (all the assets have to be manually converted to PNG from GIF and Flash, for one thing, and there are tens of thousands of them!) but I think it can be done. Best of all, the TorqueScripts I'm writing to control socket read/write and other functions are directly portable to T3D, but I can work on learning the language while I wait for T3D to get out of beta and become stable and usable. It's still a long way to Game.
First Tikid, Hour of the Horse, 148/309 (5/28/09)
Third Tikid, Hour of the Priestess, 100/309 (4/10/09) I'm pleased to see that the site still works in large fashion... I was a bit afeared of returning to a collapsed morass of JavaScript, but the wards have held in my absence. I'll toss out one picture above just to be mysterious (along with the disclaimer that it was art from a test run more than a month ago!) The old game is dead. Long live the game! Have fun exploring in the meantime! Netwyrm |
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