Posts

Showing posts from September, 2019

MMO Prototype - Phase ONE

Image
This might not be that impressive considering the amount of work that's still remaining but Phase ONE is still a success. I got to connect to a server that isn't in my local network. Server is a really old Mac Mini on the east coast of North American hosting an active Minecraft server in the background. The Client is on the west coast connected via a tethered connect from a cellphone. Everything shown is server authoritative (including player movement and gravity): placement of objects. repositioning of objects (owned by player ~ with object hierarchy). removal of objects (owned by player). trees that can respawn and grow. houses with doors that open and close. lamps that can be turned on and off. player object limit (had to remove a box in order to add another inside the house). The delay between client request and server response can be seen by the amount of time between the moment the "ghost" of the object disappears and the moment the object appears/updates on scr

SotA clone prototype - Landmass WIP

Image
It was a good Sunday. I believe this the first time I'm showcasing any work that I've done so far. Here's the landmass that I have in mind: https://i.imgur.com/t2ixPTw.jpg Scale is subject to change (as I'll most likely end up shrinking the map ~ for both technical and labour reasons) but in this current iteration, players would be able to see as far as 2 chunks of terrain (those tiny squares) away from the chunk they're in (5x5 total visible chunks). Each chunk is roughly 100 meters square (or about 328 feet) each. Total chunk count is 49,520. Regardless of scale, I'll most likely do more adjustments since I prefer the proportions of the concept art: https://i.imgur.com/MeGVlA7.jpg (Note: the coloured areas are the areas I aim to have completed ~ with content ~ if this ever becomes more than a mere prototype. The rest will be inaccessible terrain until it's time to expand on it) With any luck, next week is Phase 1 of the server stress-test... and it'll

Crafting and loot itemization.

I was reading   this post   and, considering that I agree with what the OP had to say, it inspired me to write about how I would fix/ implement   it. I haven't read most of the discussion, mind you, but I figured I'd preemptively get the ball rolling by talking about solutions rather than pointing out (and reading arguments about) the problems. Disclaimer: I'm probably the worst guy to talk about crafting since I'm not a crafter. I could probably talk about things that would make me want to craft but, essentially, I firmly believe that crafting as a feature in a game is counter-productive and is disruptive to any game-play loop. It doesn't mean it can't be done and that we can't find a good compromise but you're more likely to shoot yourself in the foot as a designer rather doing anything legitimately compelling. SotA's a good example of this phenomenon. I welcome any challenge/feedback to what I'm suggesting bellow: Problem : How do you make cra