Archive: Dev Blog

May 20th: Making the ships work.

It’s been a turbulent period, but I’m settled into the office and its good to be getting back into the swing of things. Since progression is the big focus right now, I’m helping to get the last of our ships into the game and actually functioning, specifically the Florans. It’s a relatively simple task, but it involves a lot of testing and back and forth to ensure things are all lined up correctly. While in game you’ll just see this:

floranT4

Behind the scenes, the structure is defined liked this:

Floran Ship Block Map

It operates in a fashion similar to our dungeon system. It can be pretty tricky, trying to line up the graphic perfectly with numeral increments. It’s also important to make sure there’s no stray collisions out of place. There’s still a few more to go, but we’re almost there.

See you next time!

May 19th 2014: What we did today.

Hello! GeorgeV here posting from the new office.  All the movers are moved and we’re pretty settled.

One of the things we discussed today was adding an AI “character” in each ship which would act as a new way to receive certain items, upgrade your ship, give you quests and help you out in general.  There was also talk about giving it a bit of personality, potentially making it based on race and having it upgrade along with the ship.

Obviously this idea is in the early stages.  I’ve only just started planning out the UI.  In fact, here’s a really quick sketch we made on our wall in order to make sure everyone was on the same page:

Yes it is very rough but that’s how everything starts out ;) .

All of this is tentative and is being shared to give you an idea of what we’ve done today. We’ll try to keep you up to speed!

-GeorgeV

My progress for May 19th

Hi there,

Tiy asked me to write up a short thing about the stuff I worked on today.  Hope you find it a bit interesting.

Today was a bit unusual.  I mostly spent the day removing libraries.  I removed all dependencies on PostGreSQL and OpenSSL.  We no longer link against or call this code.  (Yay!)

Next, I needed to reimplement some stuff to make the code work afterwards.  As a side effect we now have a new class for reading entropy from the OS, which we previously had not done.  We’re using /dev/urandom for OSX and Unix and CryptGenRandom for Windows.

Finally, as part of internal tests, I forced walking while facing the wrong direction.  We might change the penalty into a -.2 movement modifier instead, we’re kinda playing it by ear right now.  But as part of the combat changes we think it might make sense.