23 Jun, 2009

Map and battles

Posted by garg 07:36 | Permalink Permalink | Comments Comments (0) | Trackback Trackbacks (0) | Game inside

The hidden work to bring NEaB and Banworld together is going forward. I managed to remove the hard link between map objects and code, now we use "names" which are defined in the config.php. For the player it means nothing, but for the developer it means tiles and actions are not anymore glued together.

Also the work on the path solving algorithm is now finished, and both the map and the combat code use the same function. Pets should be a bit smarter and the click walk should start to work in a good way.

19 Jun, 2009

Battles code, monster movements and ingots

Posted by garg 06:50 | Permalink Permalink | Comments Comments (2) | Trackback Trackbacks (0) | Game inside

My work continue: I changed the way monsters walk, now they should wander a bit more and if near the player really try to reach him/her.

Also due to the good path solving code I came with, (used for the map click, and monster movement on the map), I decided to make some cleanup in the battle code too. But as I could not stop there, I added a click to walk in the battle too.

Finally I tweaked a bit the number of ingots players may find in the mines.

16 Jun, 2009

Auto-equip

Posted by garg 06:02 | Permalink Permalink | Comments Comments (2) | Trackback Trackbacks (0) | Game inside
A good day today for me: I managed to implement the second feature in one day! So what's the new one? Well auto-equip of hand axes and picks. Walk against the stones or trees and your avatar will directly have the missing item in its hand! Well, of course, if you don't like it, you can disable this feature.

16 Jun, 2009

Click to walk

Posted by garg 01:11 | Permalink Permalink | Comments Comments (0) | Trackback Trackbacks (0) | Game inside

The click to walk feature of Baneworld has been (somehow) also incorporated in the NEaB engine, well actually I could say it's a complete rewrite, as we do use a kind of algorithm to solve paths, where Baneworld was just going approximatively to the wished direction. We also have a preference in our preference panel so players can choose to use it or not.

This is just another "small" step toward a common code base. Stay tuned to see how things progress.

13 Jun, 2009

Finally starting to code (again)

Posted by garg 21:30 | Permalink Permalink | Comments Comments (0) | Trackback Trackbacks (0) | General
 

I finally reached a point with the new version of Baneworld (let's call it Baneworld 2.0) where I'm able to work on the code again. Makes me feel happier again. Of course now nothing works, but at least I can see what I should do. As soon as I have something playable (more or less at least) I will set it up on the server and everybody will be able to test it and see the differences with the old code.

Keep in mind this will still be a long process, so for example the look & feel of the game will be like NEaB at the beginning and will not be like what everybody expects from Baneworld. I will try to keep the homepage like it is at the end, as well as the in game color scheme. However we will go for something like NEaB regarding chat, loading maps, multi-player battles and much more.

For the Baneworld specific features (besides the quests of course), like the guilds, the combats, and other things, I will try to keep them. When I say I will try, the problem is that I need to keep one code with 2 different behaviors. So I will do my best. We shall see the result at the end, and you will be able to judge my work Wink.

For the first open beta, expect another 1-2 weeks before you will be able to enter the Baneworld realm with the new code.

10 Jun, 2009

Progressing... slowly

Posted by garg 06:52 | Permalink Permalink | Comments Comments (0) | Trackback Trackbacks (0) | General

The conversion of Baneworld to NEaB code is slow, and will certainly take yet more time, but I have started to have some results in transforming Baneworld database in our database, or at least something which will be common to both. In the next several days I will be able to start at least our code with their data... and see how bad things works Tongue out

However I still haven't stopped, and actually I'm still confident to manage it. We shall see once I enter Baneworld realm with our code if my opinion doesn't change.


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