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About this blog

Hi, i want to tell you about my current Project: MTO in this blog

Who am i?

I am Annika, im in Game Development for 20 years, at first it was a hobby, then for a while i worked in Game development and now i switched to a normal Development job, because i  was tired of crunch and some Money is also nice.

But my old Hobby is still there: making game stuff.

I started with Qbasic and Amiga Basic, later Object Scripting for the game Clonk, then i made small games with Blitz and Blitz3d, then i moved to Object Oriented Programming with Blitzmax and Monkey (now named Cerberus), Had my time with C++ and pure OpenGL 2, some Leadwerks Game engine time aswell (with blitzmax and later with c#), some gideros, also had my JavaScript time with PixieJS and now i landed Unity because C# is my favorite language now after i used all those.

But i like and liked all those and also do some small things with one of those (specially Cerberus).

Mostly i did prototypes or small game stuff, never got time or motivation for bigger Projects.

Sorry for any kinds of bad spelling, english is not my main tongue, and i never got it in school.

Entries in this blog


Some tech blabla

I made a few Projects with networking and stuff, also on work i have alot to do with sockets and network streams, so i think and hope i picked a good setup for my task. Client Side The Client is made with Unity by using its onboard Tilemap and Sprite system. I decided for unity because i wanted to be able to reuse code from the server, specially the network code and some stuff. Server Side Authentication is managed via an extra Authserver that accepts Rest API calls on an HTTPS address, after authentication is done, the client will connect to a World server, the address of this server and some kind of token to identify the client is in the response of the API call. The Authentication server is written in C# by using .net Core 3 and ASP core The world server is also written in C# with .net Core 3 but without ASP, it shares some database code with the auth server but its an own process. Database the database is curently RethinkDB a Document oriented database that i used for some projects and anyhow like alot, i will see how it performs for that task. But i layered all database code to an Interface, so i could replace the database to any other DBMS, specially if its also document oriented it should be very easy to implement. The communication between the client and the world server is done with LiteNetLib, because its works on .net core and also in Unity. currently the netcode is not so well layered of the game or server code, but switching to another network library should also be possible as long as i can write and read bytes from/to the stream. I dont use any object serialisation for the netcode, because im just not a big fan of all that metadata coming through with serialized objects. Full authorative Servers Any player action is executed on the server, so if a player losts connection he cant do anything. If example a player wants to move from A to B, then just a message preamble and a position is being transferred, and the answer is that the Player Entity is now moving from A to B, if this is even possible. Same with buy, sell and any other player Actions. World Servers Each world server represents a Game world that can be imagined as a continent or a big Island If you travel to another continent (by ship) then you technically connect to another world server.   here some image that i just made in mspaint:




What is MTO?

MTO is the name of a project that i am working on since a few weeks, its just a describing name for the project. It means "Massive Trader Online". you might think: Oh noes, another MMO as first project, yes thats maybe right. But i am not creating an 3d Action MMO, its just a game about traveling a 2d pixel world with a 2d pixel char and transport goods from A to B to make money. I am from Germany, and we Germans love trading and economic Games (maybe you know about games like Patrician Series, Die Fugger, Serf City, Anno Series or Guild Series). The World consists of 2d Tiles, i want it to feel like moving on a "overworld" map in old RPGs. Below are some current screenshots. the Tile are not the best since im not a Pixel artist.



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