• Day 24 – Side Quest

    Day 24 – Side Quest

    So I wanted to bite off something a little easier and a little less intense before really jumping into combat (which I’ve actually decided I don’t think is next after all). The health bars sucked and left a lot to be desired. I wasn’t happy with the code, and I wasn’t happy with how wierdly […]

    Read Full Post

  • Day 23 – One for me, one for you

    Day 23 – One for me, one for you

    A heal, that is That’s right… we’ve done a lot this weekend. I dove back into making using items work. The intention was to make it so that you could start using items on other players, rather than just yourself. While I was getting stuck into this, I made a bunch of architecture changes. That’s […]

    Read Full Post

  • Intermission

    I haven’t done much over the last couple of days for various reasons. What I’ve done is just continuing the work to split out different types of units into smaller chunks of behaviour so that things can be a little cleaner and easier to find. This also allowed me to create level-by-level databases of which […]

    Read Full Post

  • Day 22 – Separation of Concerns

    It’s my birthday, so I didn’t do a ton today. Mainly what I wanted to do was a bunch of simplification. So I spent like 8 hours going down this path of simplifying all of my network code, only to find out that all of my network code got like 3x slower. So I rolled […]

    Read Full Post

  • Day 21 – Inventory 2 Electric Boogaloo

    So today was all about ripping out our terrible prototype inventory usage code and reimplementing it in a better form. It’s not … perfect… yet. But it’s getting there. I’m not happy with it yet, but it’s getting closer, and it’s going to serve as a really skeleton for other code moving forward. No gif […]

    Read Full Post

  • Day 20 – All that for nothing

    This one’s gonna be short. I dove back in working on getting using items working. There was a point during the stream where I added a little test UI to see if our little man’s health would go back up when I used the potion… After a few hours of beating it with a hammer, […]

    Read Full Post

  • Day 19 – It Fucken Wimdy

    So I made a big decision about the game yesterday… But it didn’t really come into play until today. I did a ton of research about how real MMOs handle game data. See, there’s a million different ways of storing the game’s data – and by data, I mean things like “Item 1 is a […]

    Read Full Post

  • Day 18 – Time to Hoard

    I’ve been spending a ton of time off in the weeds working on multiplayer, server, authentication stuff, that really, truly, does not matter. It’s irrelevant right now, and it’s boring to stream. So I’ll work on that in my off-stream time. For the stream, I decided to take a step back toward gameplay. You know, […]

    Read Full Post

  • Day 17 – It’s packets all the way down

    So… Yeah, I mean, I just straight up dove in. I broke up a bunch of components that were closely tied together and now I have separate scenes for all the stuff that’s the same from zone-to-zone, like the UIs, the player’s avatar, the server connection, and then for the zones themselves. This allows a […]

    Read Full Post

  • Day 16 – Regret

    I started thinking too hard about how I’d handle different zones and moving between areas and planets and how I’d solve that problem… And I really got off in the weeds. I mean really off in the weeds. I’m programming individual packets to send to a specific … Okay, here’s the thing. Right now, the […]

    Read Full Post