Dragon Basher: Official To Do List

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Posted: 05‑30‑2016 23:10


Joe


Fire Flipper
1406 posts
Official "To Do" List:

Tile Editor: ability to change the tile player is standing on by capturing keyboard input and changing the current tile (upper case equals first letter of new tile, lower case equals second letter). Changes should be made via the server and be seen by all other players for cooperative editing (so there is no load or save, everything is done live).

Fix Map Bugs: still have lock-up issue when scrolling both up and left at the same time, maybe other directions. A log of bugs in the z-location - there is still a lot of confusion over the actual-z and the cliient-z on the four screen layout. Teleporting has a known z-location bug but should be stable as long as the sysop only sets a teleport when standing on the map in the upper left corner of the screen.

Rendering Avatars: want to imrpove rendering function to render items the player is wearing; the old engine can only wear one item per item-id row, but I'm thinking we could render items as a stack thus we could wear both a black player hat and carry a black flag with both items being in the row of S.

Teleport Engine: while the TPORT building works, we still need a "/teleport" command that becomes a core command that other functions will use - for example, "enter city" is really just a teleport command. This teleport.pl module will confirm the objects exist on the screen to validate the teleport. Each player hat should have a "Teleport Home" option that teleports them to the location of their team flag, which means only one team flag per server. We can use the new "quest" directory to save it's location.

Map Levels: so far we have only worked on the main map level; I'd like to get the layers in place. A layer being a lower case letter added to the map the player is on - these layers do not scrool but are single screens four maps wide. They can be connected via teleports. Level letters represent:

(a) active - which is the defaul and should not be used
(b) building, normal lighting
(c) cave - dark, need a light source to see
(d) dungeon - dark and aggressive
(e) enemy - enemy, normal lighting aggressive

One Minute: a one-minute routine needs to be in place that will have various modes the server can be in. A "survival" mode gives the player sixty hit points to start and they lose one every minute, thus they must forge food to stay alive in the game. A "quest" mode can be set to allow for Queville type games that don't need the survival mode, and perhaps a "flag" mode if special conditions are needed for the flag game. It should idealy be a routine that can allow players to turn their server into a variety of game modes for more fun.

Expires Engine: need to get the "expires.pl" module in place to start dealing with expired items laying on the ground; one of the first uses of this will be to turn a tomato plant into a tomato, and the turn a tomato into a tomato plant so it can produce more tomatoes.

Enemies: the new game engine removes enemies as "items" and they will be converting into a new object layer. I haven't thought this out yet and will update this when the time comes.

-Joe

NOTE: All of this will be added to the install.txt file, and then removed as it is accomplished.

DevTeam Member

 


Posted: 06‑20‑2016 16:07


QuaCzar


Fire Flipper
1803 posts
The levels are great. For the dark areas, with no light held or on screen, the server could send all black tiles or a command that means set to all black tiles to save bandwidth. The actual tiles could be sent when a light item is picked up.

What part of the Rendering Avatars section still needs doing? The part that decides which items can be worn together? I think I updated the client renderer, unless I need to flip a switch or something...

I'm working on the tile editor, now. Is it a sysop function? Hopefully, I'll have time to get something done. What about some kind of clickable tile menu, as well? Some may prefer that to the keyboard...

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 06‑21‑2016 12:16


QuaCzar


Fire Flipper
1803 posts
The tile editor is this far:

To start it, you still need to set window.TileMode in the console or something. I think the menu item to do so will go in the sysop item menu, but I haven't done that, yet.

The keys change the tile, and a "/tile Xx" command appears in chat, for now. I think you want it to make the change go live immediately, rather than through a typed command. (It looks like Enter is only used to exit the mode, not send the code.) I currently have it show the command for debugging purposes. I plan to change it to send immediately when there is a server command.

I'm not sure what to do with the TileFill, so I'm leaving that unhooked to be set in the console or something for now.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 06‑24‑2016 20:38


Joe


Fire Flipper
1406 posts
That all sounds really promising, I'll try to find time to look it over soon - things are hectic here again in the summer season. :(

Don't wait on me, if you can do something do it. :)

-Joe

DevTeam Member

 


Posted: 07‑02‑2016 14:19


QuaCzar


Fire Flipper
1803 posts

Joe said:

Fix Map Bugs: still have lock-up issue when scrolling both up and left at the same time, maybe other directions. A log of bugs in the z-location - there is still a lot of confusion over the actual-z and the cliient-z on the four screen layout. Teleporting has a known z-location bug but should be stable as long as the sysop only sets a teleport when standing on the map in the upper left corner of the screen.


I left a comment in one part of movement code where it was unfinished, but I don't know if it wouold cause a lock-up. Movement seems to almost always work, making it hard to find and reproduce errors.

It seems hard for the client to tell if it is in sync with the server in a few marginal cases, and the client needs to know more about the server to stay in sync in general, but if the server sent the client map codes instead of just screens 1-4, I think it would simplify much of this.

-QuaCzar : SysOp | P2P Guide | Anarchy Leader | #1 Magic

 


Posted: 07‑02‑2016 18:46


Joe


Fire Flipper
1406 posts

if the server sent the client map codes instead of just screens 1-4, I think it would simplify much of this.




Make it so (if you can). :)

-Joe

DevTeam Member

 


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