sunnuntai 27. heinäkuuta 2008

Good morning.. or not

Yep, definatly not..

I have discovered few major problems with my code. Those are kinda of problems which requires some changes in the deepest core of the game.. That's why I'm considering of rewriting the whole engine.. That would postpone the release a bit but in the long run, I think, it would help me in future patches not to mention stability of the game itself.

I was planing to introduce the "real" multiplaying in the future but if I start working on new ( improved?) engine, I might aswell implement multiplaying there. I think the rewriting wouldn't be so time consuming since I got good part of engine code well coded and working, so on those parts it's just copy&paste.

torstai 24. heinäkuuta 2008

Multiplayer

Pampam,

I turned the face of the project towards multiplayer.. For now and on the first release only multiplayer aspects are going to be.. auction house ( where you can sell crafted items or dropped items to other players), ingame chat.. otherways of interaction are not yet supported since it requires alot of work both client and server side.

I also made new starting menu (mainly becouse of multiplaying needs it). Player has to create a new account in order for him to start playing. No worries its real fast and simple thing to do.. all player needs to do is type in character name(has to be unique among players) and password (no restrictions... yet) After that player has set up his account and is ready to customize the character. Players who have already registered can just type in name and password and continue playing.










maanantai 21. heinäkuuta 2008

First release getting near

Hiya,

The first realease of wof is getting near.. I still got the panels I wrote on last post to be done but after that the UI is good enough for first realease. I struggled with saving and loading today and didn't get any further what I was when I started working on em.. driving me nuts...

Besides playing with save/load I managed to implement aggressive behavior to monsters.. From now on monsters who are flagged as aggressive will engage player if player is in their aggrorange and if monster can see the player. I places random amount of wolves in the vicinity of the village of Fuchie. I had really hard time getting to opposite side of the village map :D

I think I have to implement somekind of disengage range.. at the moment mobs who player agroes will run to player no matter who far player has gone..

perjantai 18. heinäkuuta 2008

Bigger screen

I also made the default screen a bit bigger from 80x50 to 100x60. The game view remains the same ( 80x50) but now it won't be filled with GUI panels. Instead panels will be places on bottom of the screen ( >50) and to right side of the screen ( > 80).

Currently there are following panels:
targetWindow
playerWindow
logWindow
cooldownWindow

and to be added:
hotbarWindow
tipsWindow
effectsWindow

Saving and Loading

Today I made a huge progress with saving and loading. They actually work ( to a point :D). Game creates file .dat which holds every player variable except effects and quests ( which I have to save separatly). Game also saves items and mobs of visited locations into file __mobs.dat /_items.dat. I tested this by creating temporary worldmap of 6 places..

Loading the game seems to crash sometimes, I have to trace that bug before doing anything else. So far I know that it has something to do with items.. itemList of the current enviroment bugs somehow.. Haven't figured out yet is it the saving of the enviroments items or loading them up which bugs.

torstai 17. heinäkuuta 2008

Quests

I have added Journal to game. It basicly holds players quests and shows help and status of them. Also for the sake of testing I made my shopkeeper give few quests to player and so far everything seems to work the way it should.

At the moment quests are quite boring.. gather this or kill that or visit some place. In the future I am going to add some event type quests also.. like escorts for example. Quest rewards are exp and money but as I go down the road there might be items and spells seen as rewards also.

I ran into Player classes code again while coding journal and I gotta say I hate it! I so have to rewrite those damn dialogs again. It's such a mess that I doubt I can read it one week from now. PUUH