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Dukandia

Still Alive, Still Kicking, Better than ever, and the discussion continues

Posted by , 07 February 2014 - - - - - - · 663 views

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Hello,
During my absence Dukandia was put on hold, for several reasons, but the point is, Dukandia is still alive, and it is doing far better than it ever was before.

Language Change
While gone, Dukandia has changed languages, actually its changed languages several times. We have settled on c++, Java was limiting in power, and practicality, we then moved to an engine but disliked not having complete control, moved to xna just to get things rolling, but eventually moved to c++, which had always been the ideal language but finally, we realized it was the way to go.

Memory Management, that works
Since the start of Dukandia development we had small memory leaks, or were asking for too much memory at once, this was seen in the time it took our application to start and load everything, as it all happened at once. That's gone, The amount of memory Dukandia allocates for itself is determined by how much is going on, the menus requiring very little, and the maps dynamically asking for memory based on whats happening rather than loading every possible scenario at once. (The exception is in magic, and things that can potentially happen randomly, that will still obviously be loaded)

Graphical Update
The graphics are getting an overhaul, a new polished look, one thats slightly cartoony in nature as well. Dukandias old nostalgia look was nice, but it wasnt exactly what I invisioned and the new look im developing so far is exactly what I want.

The World
I have decided that my old world sizes were, not enough, the alpha and beta will now be enlarged to multiple planets, as well as a new "dimension". The worlds will have regional weather, monsters, stat effects, and terrain stats such as social hardness. The idea of how weather is to be managed is going to be something to this effect
if the temp of a tile of water is over a point, than the tiles evaporation level decreases (meaning that water has left the tile and migrated to a tile in the plane above it) when enough of the air is saturated the air fogs up, if the tile loses too much, it changes visually and possibly drys up unless refilled by time, or effects such as player interaction or weather. On the uppermost planes (so upper atmosphere) a constant wind variable of 1.5 will be present, this variable will be dynamically adjusted later to represent the planets rotation speed. This allows weather to globally move slowly over time, and still have local weather stay mostly local. Wind on lower levels will occur based on temperature differences


transforming will be introduced, the mechanics behind it will need to be planned, if you have ideas comment them below.

The Player
You will be given 3 character slots for free, character slots can be increased via payment, or in game cash in a market we plan to implement, there will be no limit on how many players you have.

Everyone will be protected from account theft or hijacking via IP tracking, as well as a system that tracks an items owners, drops, pickups ect for an items life in the last 72 real world hours. If your robbed, youll have 3 days from being robbed to have the abusers found, dealt with, and have your items returned.


Wrap up
Thats about it mates, I would love to hear feedback, and see if interest in the project remains, any ideas or comments on my weather system, teraforming, or player slots or protection is gladly accepted and I crave it.


Dukandia Update 2: Software and Hardware Changes

Posted by , 29 June 2012 - - - - - - · 960 views

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Hello and welcome,

This week on the Dukandia Dev Team, we have upgraded our engine to include a few features as well as started using a game library to further speed up the development process.


New Features:

V-Syncing

FPS Display

FPS Limit (Optional, replaces V-Syncing)

Menu Re-sizes to screen

Starts up at a decently sized window, can be changed in settings to a supported resolution



The Fridge:

In the coming week We will have screen-shots of our menus, we will have a few teasers to hint at alpha rewards and what not. We also would like to inform you that when we get a trailer done, we will be creating a kick-starter, all funds of kick-starter will be used to pay and maintain our servers and any music licensing we may need, additionally it will also lower the price of the full product later on.


Again, although not much, we will soon pick back up to our older larger update format we usually have. This is simply due to background changes being made rather than upfront changes. Stick with us there is more to see next week for sure!




Dukandia Update: 1; A Checkup, Goals, and Some Information

Posted by , 19 June 2012 - - - - - - · 1,112 views


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This is a re-post from my blog The Melting Cube


Hello,
This week on the Dukandia Dev Team we started work on the engine again! Currently the engine supports window and full-screen mode and is fully capable of giving us what we are looking for in the engine. We may be changing the engine up slightly depending on how research goes, but that's another story.

New layout:
From now on out all Dukandia Updates will be titled as such with a number, these numbers will start from 1 and go on, since this is new 1 will be placed on today's entry. At the bottom of every entry I will have "The fridge" it will be a summary in some cases, a letter to our followers in others, but is generally just news that I have decided to post, it might not change for weeks or it might change several times before you see it again.

Current Features:
Window Mode
Full Screen
Image Support
Networking
Night and Day menu cycle

This week:
This week we will be creating the new GUI with night and day options, we will start work on various clothing items for the sprites, and we will also look into a game library. We also have two new projects who have come to fight for our attention, these projects are still in the planning phases however and will not be discussed on here until they are done and the leader of said project gives me the OK to do so. Stay on watch though I am sure I can get you some previews or treats regarding them!

Next Week:
Next week I will show you the progress with the GUI, if I find it even half presentable that it. I will give you insight to a new site design that will better fit our needs. I will also discuss a game engine we are in the midst of planning to help speed up the processes, and I will share some background at what exactly we are doing.

The Fridge
Although this gave you a little bit of an insight and I know it wasn't a lot of new information, these are our goals and we will keep you up to date with them, thanks to anyone who follows these I'm sure you expected a bit more from us and I promise we will start delivering.




Dukandia - Small Check Up

Posted by , 15 June 2012 - - - - - - · 756 views

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Hello,
Over the past few weeks Dukandia has been planned and a few decisions have been made. The first one is that we will stay with Java, this decision was made final. Final planning is finished, however we have decided to not make these plans public due to an unfair advantage that these would give potential players when said features or items n what not are made to be hidden, I will discuss creating a Public version that merely hints at the fact they exist at all why not saying what they are, as to give you more information on the game itself.

Dukandia Updates:

Window Mode support has been added
Double Buffer has been added updated to work with both modes
More Items that use to lag the engine up have been moved to separate threads
Menus re-size from the master size of 2500 x 1875

We are looking into the idea of a Day-night menu system with various particle effects to help add some "Pizzazz"
Menu Music is being developed

We are looking for server host services, or actual servers to purchase.


Java vs C++

Posted by , 04 June 2012 - - - - - - · 1,627 views

Hello,
Right so let us redo this. Java and C++ are very similar in syntax but what really makes them different? I will go over some of the differences in as much detail as I am aware, I will then ask that you post your opinion of what language would be best for a computer game. The results of your opinions, my team's opinions, and the information provided will influence Dukandia's progress.

Design:
Before we can talk about the very in-detail parts of C++ and Java, we must first talk about why they were first created:
  • C++ was designed for systems and applications, it was an extension of the C language. It was designed for efficient procedural execution.
  • Java was designed as a system to interpret printing systems, but later grew to do much more. It uses virtual machine to make it portable and secure. Although it has similar syntax to C++ it is not compatible in any way.

Compatibility
  • C++ is of course compatible with C, of course exceptions do apply.
  • Java is not compatible with any programming language.

Portability
  • C++ is write once, compile to run anywhere
  • Java is write once, run anytime anywhere
Syntax
  • Parsing C++ can be more difficult, C++ allows namespace level functions, variables, ect. Lastly C++ objects are values.
  • Java has a context free grammar that cane be parsed by simple parsers. Java entities must be given a type and be defined as such.
Running applications
  • C++ is compiled directly into code your operating system can run
  • Java is compiled into code the Java Virtual Machine reads and interprets at run time
Templates vs. Generics
  • C++ uses Templates
  • Java uses Generics
I would delve into more detail but I'm not really good at going over everything if anyone wants to step up let me know and I'll add it in.

That's as much as I know for comparison really.


Melting Cube - Dukandia, Tutorials, Entering the realm of 3d and more!

Posted by , 23 May 2012 - - - - - - · 1,074 views

Hello There!
Well before I begin, I should go ahead and say that I will be posting either a lot more often, or posts that contain much more then what I have usually been known to post. I would prefer to use the latter of the two, but this might not always be possible.

I will warn you, I am trying to start posting with "personality" I think my work is rather dull and boring and think that it'd be best if when you read it it sounds like a dialogue with some crazy guy and his dog, then a history book. Enjoy.

Let's start off with Dukandia,
Dukandia planning is going rather well, I am knocking out a page or two a day (very lazy of me actually) and I am also thinking of things that without planning would never have occurred to me. The first one I want to go ahead and talk about is Online Quests, that's right its a title not a vague description of a phony bologna piece of text. Online Quests are simple yet over complicated all at the same time. One example I have come to think of is, let's say you find some ruins and within these ruins is a book. This book could contain anything, the secret to ultimate power, how to forge the perfect sword, the secret to Nan's cookies The possibilities are endless really. Now to open this book you would need a key that would normally have had an inscription to lead you to this location. Now you can either, look for the key (or chance across it), or you can gain the skills to pick the lock or make a key that sorta thing. Now I'm getting a bit off track though aren't I? The idea of the quests is to promote world exploration as well as a way to hide content and well have people work together. If I have the key and you have the book and we are being little guppies and arguing over who gets to read or use what, we might just decide 'screw it, why not we both read it?" in short it's my way if forcing you to work together.
Now, how bout some other "Points of Interest?" I'm thinking of random ruins (as described above) as well as lets say random ghost settlements. There could even be little monuments that hold an item or a book, as well as adding some natural wonders of the world and what not. My ideas for points of interest are rather small and like the quests they are there only for the first players as its simply a mechanism to fill the gap that will be gone once players build over ruins and what not.


That was a mouthful wasn't it? Let's get on with tutorials,
I am thinking of starting a series of Java, and C++ tutorials (video) as well as some text articles for those of you with limited bandwidth and what not. These tutorials are really just something for me to do for those who want to learn c++ or Java and haven't had the time, the money, or found any good tutorials of some sort. They are also for members of my team, a few friends, and anyone who can search something on YouTube and get out of the ordinary results. These tutorials will be as explained as I feel you need to be when it comes to learning these, I'm not going to go on about "The history of JAVA, chapter one..." but I will go ahead and tell you what I know about certain pieces of code as well as some tricks I have learned. Now if anyone who watches these knows a better way to do something I post by all means, please share. I am more or less new to JAVA and I only know what My coding as taught me so chances are those of you with actual years in this language can top me in no time. I am also going to be doing video versions with some graphs and some simple animations for some of my journal entries, as well as any actual evidence of progress that is visual.

Second to last, and a blast from the past, Entering the realm of 2D 3D development,
I Have decided that, 2D is nice and all and I truly do love it, but well games are moving on and it's best I catch the train before it hits me in the face. Now I have not worked with 3D in, well I never actually have worked with much of it. So I'll be looking for decent freeware to start me off before I go out and purchase and overpriced 3d modeling programming of some sort. So if any of you know a nice program that's free or rather cheap, let me know. I also need something or somewhere to learn to animate and what not, texture so on so forth. So if you got Recommendations let me know I could use em.

Lastly the much much more of this entry,
A few of my personal projects have come slightly farther thanks to some concept tests I have worked on, mainly the "Drop Box" I was working on for my own needs, I am thinking of releasing it when it is done It requires a FTP file storage of some sort and a MySQL database but besides that simple setup its self managing. - in theory

I hope I was able to provide a more real "Journal Post" and that i wasn't at all too creepy, thanks for reading,
~Ice


Dukandia - As a planet

Posted by , 20 May 2012 - - - - - - · 2,150 views

Hello,
Sorry for my crazy posting lately, I have just add so much more time! I thought Id inform those of you interested in how Dukandia works, as a planetary body. This idea was one I decided was a must, if I'm going to have biomes, monsters, and make it like a real world, why not make it work like a planet? (This feature actually makes me wonder if c++ would be a better home for this game since I have been told that java can be very limited as far as speed)

Note all information here is just my ideas, I want this in the game, but the methods are just hypothetical and have not yet been tested.

The first bit of information will be travel, the world will have a "wrap around" effect or as some call it the "Pacman" effect. Course I don't mean if you go north you'll end up at the south pole, you'll just end up going down the other side of the world. The size of the planet that is Dukandia is well to say the least going to be hard to make the starter maps. (might make it auto map) The size of the titles is a sq foot. the alpha world will be 80% of the earth so:

if the earth is:
5,490,383,247,360,00 ft2

then the alpha world will be about:
4,392,306,597,888,000 ft2 or 4,392,306,597,888,000 tiles

The full game will be 160% of earths so that means:
8,784,613,195,776,000 ft2 or 8,784,613,195,776,000 tiles

Now this is just counting the ground level, below the surface are 15 underground worlds that will be "reverse mapped" (where I remove areas to form cave systems) so in total the tiles the game will have to handle (Including the 3 sky layers) is:

79,061,518,761,984,000 tiles, so about 79 quadrillion tiles for the alpha (so I'm guessing I WILL be using an auto mapper for the extra layers and I'll just map the ground level to ensure no weird rivers through mountains occur)


Now lets move onto night:
Night will work like any planetary object. I will manage night by making night an object that is half of the planet, then I will split this object into 12 sectors, the middle 2 will be midnight, the 2 on on either side will be 11 so on so forth. The map will then see how far away a tile is from the absolute center of night and roughly calculate minutes, the object that is night will then move every few mins.

weather:
weather will be local every body of water will have a "precipitation rate" this rate is effected by the day-time of the tile. when a "water molecule" evaporates it adds an integer to the sky tile above it. The sky tile then has a "soak" time before it goes into the 2 sky layer used for weather. While the soak time is taking effect the tile can soak up as well as distribute water to other tiles, and a wind variable will effect if the tile moves in any direction. When in the second sky level the tile will move at a very slow pace if pushed at all, and the tile can no longer distribute but can soak up water. When the "water" level reaches 15 or so it will rain.

Wind will be calculated by having the sun heat and the night cool the air value at ground and sky levels, then high moves to low and certain areas and objects will make wind move or stop.

Seasons:
Dukandia will have two seasons summer and winter, winter is optimized so that a new player can survive although it will be a bit difficult.

That's about all the ideas I have floating around right now. Lemme know what you think, and that includes if you think c++ might be a better option.


Dukandia - Planning release 1; First Three Core Features.

Posted by , 16 May 2012 - - - - - - · 974 views

Hello!
Below I will have a "spoiler" hidden planning document. This document is about 13 pages long. It gives you a in depth information source on all 90 skills, and the other basic core features, the next document should finish off the core features and should delve a bit into the actual items of the game.

Skill List


Planning Document 1



Dukandia - Some Information

Posted by , 15 May 2012 - - - - - - · 660 views

Hello,
Tomorrow I will be posting the information regarding Controls, Chat, and Skills. I will also be re-posting the skill tree so that you can view it in informative and list forms. The document has been going slow so I've decided I will update you 10-12 pages at a time, so once a week and then when the whole document is done I will place it up for download and complete review. So about this time tomorrow you can expect to see a rather over informative document that explains everything you need to know about movement, actions, chat, and all the skills that Dukandia has to offer. (The skills being the bulk of the document.)

Hope the delay and lack of complete information doesn't bother anyone.


Dukandia - Sneak Peek Skill tree!

Posted by , 13 May 2012 - - - - - - · 846 views

Hello!
Now I am hard at work finishing Reversion 1 of the planning document that will get us back into development, and I have a feeling I can give it to you guys Monday, but... I think you deserve a bit of a sneak peek before I through a huge document at you! So here are all the skills, all 90 of them!

The skill tree follows this format:

Skill
-Sub skill (skill that is required before this skill becomes unlocked, separated by " , " 's)
--sub of the sub skill

Please note, as always this is directly copied from a document so it might have strange formatting, it also although mostly set in stone might change with popular opinion so we ask that you raise your voice and let us hear your thoughts!

*Please pardon the strange spacing of a few of the elements, the red is a core skill and the black refers to sub skills.*

Lumber Jacking
-Carpentry
--Basic Locks and Bolts
--Construction
---Pottery
---Yeomanry(Farming, Hunting, Arcane Enlightenment)
----Village Founding(Book Writing, Attribute Magic (rune), Stone Working, Advanced Tools)
---Architecture(Basic Tools)
----Monuments(Advanced Tools)
---Wheel Making
----Carts and Wagons(Carpentry)
-----Stage Coaches(Advanced Tools)
---Boats Construction(Swimming)
----Boats(Basic Tools)
---Stone Working(Basic Tools)
----Road Building
----Masonry
----Prospecting(Scripture)
----Mining(Advanced Tools)
-----Black Smithy
------Advanced Locks and Bolts

Hunting
-Fishing
--Deep Sea Fishing(Advanced Tools)
-Animal Husbandry
--Silk Making
-Tracking
-Basic Tools (Lumber Jacking)
--Advanced Tools(Carpentry)
-Leather Working(Animal Husbandry)


Plants Lore
-Foraging
--Farming
---Wine Making(Basic Cooking)
--Basic Cooking
---Baking
---Gourmet Cooking
--Herbal Remedies
---Medicine(Arcane Enlightenment)
--Taming Animals
---Bird Mapping
-Basic Cloth Making
--Intermediate Cloth Making(Leather Working)
---Advanced Cloth Making(Silk Making)

Athletics
-Swimming
-Running
--Acrobats
---Climbing
----Rock Scaling

Combat Tactics
-Melee Combat(Unarmed Combat)
--Basic Weaponry(Basic Tools)
---Pole-arms(Carpentry)
-Ranged Combat(Hunting)
--Slings(Foraging)
---Bows(Carpentry)
----Ranger Analysis(Scripture)
-Unarmed Combat


Arcane Enlightenment
-Scripture(foraging)
--Cartography
--Books Writing
--Blue Prints
---Basic Mechanics(Black Smithy)
-Rune
--Shielding
---Arrow ward
--basic healing (herbal remedies)
---Arcane Medicine(medicine)
----Arcane Healing
--Attribute Magic
--Sending Magic
----Sending Guards
----Sending Workers
-Flow
--Basic submission
---Necromancy
----Remote Authority
---Submission
----Animal Binding
--Attribute Magic
--Sending Magic
----Sending Hounds
----Sending Eye

-Divine Understanding
--Holy
---Divine Healing
---Divine Shielding
--Ritual
---Basic Poisoning
---Basic Harm
---Submission