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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 25/02/2002 :  10:28:09 AM  Show Profile  Visit KaVir's Homepage
I will post a weekly status report of the project in this thread. Please do not reply to this thread - if you've got questions or feedback, please start a new thread for them.

Edit 29-Nov-04: I've decided to move this to the player forums, so that the forum readers can be kept up to date without having to check the website separately.

KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 25/02/2002 :  10:28:30 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 8 (week ending Sun 24th February)

Jobo has completed the basic socket code, although it still needs a little work (it seems to only echo input to people who have connected AFTER the connection doing the echoing?). I've added an interface for the server part, but not for the client part (not sure if Jobo wants to do that or not).

Kastagaar has created a scheduler. I've not had a chance to test it yet, but will soon (I hope) as it's going to be needed for the command parser, which should be implemented as part of release 0.1.

I've created the Thing class, and very basic Creature, Object and Place classes which are derived from it. They are very basic, but that's all we need for release 0.1. I also have a Brain interface, along with derived Human and Mobile brains (although the former is stubbed, and the latter has no functionality yet).

We now have 2 weeks remaining until release 0.1. Before then, we have to get the socket code tied in to the Brain class (which itself is already tied in to the Creature class). We also need to get a basic command parser in place, and the encryption algorithm working for passwords so that we can implement a basic character creation system.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 04/03/2002 :  10:05:31 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 9 (week ending Sun 3rd March)

Jobo's socket code is working and is integrated with my Brain class, which in turn calls my (currently stubbed) parser class. Koryon has provided us with server space, and we now have a warning (and error) free target build.

After discussions with Kastagaar, I have decided to make some changes to the way the Brain class works - but this shouldn't cause much impact on anything else.

The parser is under development (it's almost there, but I was too tired to finish it off last night when I got back to Germany).

Jobo has written a set of dice functions, which I've moved into a "gw2" namespace. I've also added a stubbed Log() function, and a GetToken() function (for the parser). Kastagaar has added the map.

It's now up me to get the parser working by the end of the week for release 0.1.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 11/03/2002 :  09:19:51 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 10 (week ending Sun 10th March)

The Brain class has been reorganised somewhat: only a HumanBrain now has socket information, and the Brain and Thing both know about each other.

Jobo has split the server and socket code into two independant sections and fixed an I/O blocking problem.

I've also added a new Room class (derived from Thing), which I will be using for the basic movement system. It works in a similar way to the Diku room system, however it's really just a prototype. It should be sufficient for release 0.2 though.

The basic parser allows you to "create" a character (it just gives you a name) and "say" things to each other. Unfortunately I didn't get around to adding any other commands, due to having a very hectic weekend (again!). However we DO now have more than enough for alpha release 0.1 - so we're ahead of target.

We now have 2 weeks to get basic room, objects and mobiles in place, ready for alpha release 0.2.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/03/2002 :  10:41:07 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 11 (week ending Sun 17th March)

Jobo's server can now handle multiple ports, allowing us to have various "minimuds".

Players can now create rooms and enter them. A number of other user-commands have been added. More to come.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 25/03/2002 :  09:29:34 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 12 (week ending Sun 24th March)

Players can now link rooms together, create objects, pick up and drop things. It is also possible to kick off your old connection, and characters now have passwords (utilising Jobo's password code). The only thing missing from release 0.2 is the ability to wear objects, but I've decided to move that option to release 0.3 (because objects worn will be creature-specific, thus we can add them as we add each particular class).

We now have 1 week to get the stat system in place, which shouldn't be difficult.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 02/04/2002 :  12:23:14 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 13 (week ending Sun 31st March)

The primary and secondary stats are in place. The "train" command can be used to improve stats, and bonuses are applied as each "age" category is reached, as specified in section 1.2.6 of the design document. The temporary "score" hack (allowing you to directly set stats via the score command) has been removed.

The object creation has been modified slightly to use short descriptions, which will eventually be replaced with the dynamic ones. It is now possible to wear and remove objects ("inv" shows what you are carrying, "eq" what you are wearing).

The problem with CPU-munching has been fixed, and Jobo has also made some further updates to the server (including adding MCP support).


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 22/04/2002 :  1:15:53 PM  Show Profile  Visit KaVir's Homepage
Progress - Week 16 (week ending Sun 21st April)

We had a two week break (weeks 14 and 15) while I was back in the UK, which gave us a chance to tidy up our loose ends and do some code scrutinies. During this time Rotain, Kastagaar and I met up for a real-life design meeting, in which we discussed various issues, particularly those relating to PK and clans. Tepic and Jobo have also been investigating mud/web integration, and have written up some design specs.

This week was primarily spent finishing up the webpages, sorting out the domain names, and throwing together ideas for class powers as well as refining the various issues raised during our meeting last week. We've clarified a number of points now, and the basic webpage content is finished, so it's time to start working on release 0.4 at last. This gives us three weeks from now to get the basic combat system in place, including mobs, the earning of Primal, skills and stances.


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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 03/06/2002 :  11:41:47 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 22 (week ending Sun 2nd June)

The basic combat system is in place, along with stances and skills. This works like the Glad2.0 combat system, except with shared action points and no "eyes" location. It is essential that basic coordinate-based Places are implemented asap, as the combat system requires coordinate-based movement.



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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:05:27 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 29 (week ending Sun 21st July)

Each creature now has a desired destination, which is either a fixed coordinate location, or another "thing". Typing "north" sets your desired location as 1 coordinate location ahead of your current desired location (so you can stack them). You can also type "north X", where X is the number of positions you'd like to move. This means the interface shouldn't be too difficult for those who are used to the standard compass-movement system.

Movement is automatic, although your speed depends on your "feet" body location. If you're in "advance" mode, you will move forward 2 positions, while "retreat" mode will move you backwards 1 position from your target. Other "combo" moves with your feet will allow for faster movement, although I've not put the combos in yet. For example moving forward with your feet when already moving forward will upgrade your speed to a jog, while another "forward" will turn your speed into a run. There are also actions for circling around your target, although these are not implemented yet either (they just move you forward right now).

The forward-facing movements work for coordinate-based movement as well, but you can only retreat or circle if you have a target. If you have no target, you stop moving. If you're at the same location as your opponent, you cannot retreat.

If you move in a compass direction, you lose your target. If you target someone, your "desired location" is constantly updated to be the same as your current location. The "stop" command will clear your buffer. This can be a little confusing at times, for example if you type "north 100" then see something to the east a few seconds later and type "east 10", you'll keep moving until you've gone 100 north and 10 east. If you type "south 10" it will set your final destination to 10 south of the original amount, but you'll keep going north. The alternative would be to stack up commands, but I think that could get even more confusing. You can see your destination when you type "look", anyway, so it shouldn't be too bad.

The mud creates a "Nexus" Place at bootup, and sticks all new players there at position 0/0. Going west from there would take you to a negative "X" position - personally I think that makes it easier to read than the LC-style wraparound. Note that we still have Rooms - the difference is that a Room can be linked, Diku-style, while a Place has coordinate positions instead.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:05:56 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 30 (week ending Sun 28th July)

Tepic has now put together a rather nice startup script.

The mud now works with the Glad combat system, plus I've encapsulated the Glad dynamic description code within the gw2 namespace - I wanted to do this as early as possible to save me having to rewrite huge amounts of code. I've also put together a "PutSense()" method within each Thing, allowing sense-specific messages to be sent to everything within a specified range.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:06:31 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 31 (week ending Sun 4th August)

While I was away on holiday, Rotain and Kastagaar spent some time going through the code. Kastagaar investigated adding the scheduler, while Rotain added a whole range of bare-hand fighting techniques, based on those found in the Glad2.0 codebase. Rotain also started looking into some new ideas for the website.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:07:12 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 35 (week ending Sun 1st September)

Kastagaar has integrated the latest version of the scheduler, and I've merged it with the other latest changes. The basic loading/saving of accounts is in place, but we're having trouble deciding which is the best design approach to use.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:07:37 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 36 (week ending Sun 8th September)

Saving and loading of both accounts and characters now works. The save/load solutions are currently hacky, but the class structures are okay - I will update the functions transparently later. Limitations: Each account can currently have only one character.

Commands now work by either name or ID - so you can "target kavir" rather than having to "target 4". For objects, this means you specifically have to type "target a sword". I will fix that later, when we get around to equipment.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 18/09/2002 :  10:08:05 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 37 (week ending Sun 15th September)

When you strike someone, you cause damage (depending on your stats, and how well you hit them). If you receive more damage than you have health, your state is set to "dead". As a dead person, you are limited to only a handful of simple commands, however you are also immune to further damage - and you heal 1 point of damage per second. Once your damage reaches 0, your state becomes "alive" and you clamber back to your feet. Note that death will also move you to your personal plane (once those are in), as well as adjust status and primal (once those are in as well). For now, however, it still provides us enough to simulate beating someone in combat.

Note that the regular (while alive) healing is a bit iffy - you heal so fast than it's very hard for someone to kill you, unless they are dealing a lot of damage very quickly. This will need some work.

Kastagaar has also recommended moving the healing over to the scheduler. He is investigating this, particularly regarding the possibility of a requeueing option.

I've re-added all of the stuff I hacked out to get it running on my dodgy old compiler, fixed the missing usleep stuff, fixed all of the compiler warnings, and added the correct paths into Tepic's startup script. We now have a clean version of the code that can be simply unzipped, compiled, and executed via the startup script.
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KaVir
God Wars II Admin

Germany
3007 Posts

Posted - 23/09/2002 :  08:21:18 AM  Show Profile  Visit KaVir's Homepage
Progress - Week 38 (week ending Sun 22nd September)

Healing while alive is now "staggered" - you heal 0.1 point of damage the first second after being hit, 0.2 the next second, etc, until after 10 seconds you are healing at the rate of 1 damage per second. This still seems to be a bit fast, however, and may require some more work.

I've added a load of help files, added the "credits" and "shutdown" commands, implemented the a "gender" command to set your gender (which is now randomly determined during creation), re-integrated Rotain's bare-hand fighting techniques, made some modifications to the combat code to allow for non-damaging attacks such as "smash" and "stun", added some new techniques, and also added an "admin" privilage level, for imm-related commands.

I've also readded the stance code (which was coded ages ago and never actually got integrated back). I've redesigned it somewhat so that it's a separate class, rather than integrated into the Creature class, and made it much more generic.

We also did a test-run, but unfortunately the mud seems to keep crashing on the target. There are no stability problems under cygwin, so this is a bit worrying.
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