General Status Update

posted in Septopus for project Unsettled World
Published October 29, 2018
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It's been a little bit since I put up a general game status update.  So here's where I'm at.

On the Game Server front:

This past week I wrote up another server and then duplicated the code to create the remaining server "stubs".  So, the entire system is now composed of 6 Game Servers and the Client Application.

Servers:

  • Avatar Server(LinesOfCode 2718): Authentication, Player Avatar "look" relay and Backup position relay, Resource Control/Access, Inventory Control/Access, Land Deeds, and Mining Claims.
  • Economy Server(LOC 1062): Player Banking, Resource Stock Market, Player Auctions.
  • Action Server(LOC 680): Primary Player Position Relay, will be the authority on all fast action decisions(who shot what where/etc..)
  • Narrative Server(LOC 723): Basic functional UDP server code stub, will handle positioning and tracking all narrative related NPCs as well as keeping track of player interactions and progress in, in-game narratives.
  • Mob Server(LOC 723): Basic functional UDP server code stub, will handle positioning and tracking all non-narrative NPCs, as well as tracking and controlling populations and their resource consumption.
  • Social Server(LOC 723): Basic functional UDP server code stub, will handle chat, messaging, data warehousing and charting, external access to game data and/or interactions with external entities.

Game Client (LOC 5679, this was around 15/20k with UMA2 and less game functionality):

I've spent the last week or so cleaning up code and reworking everything to work correctly without the UMA2 code.  A lot of things changed when I switched to a more simple player controller/character setup. Additionally I got some big help resolving a nagging work-around I put in place months ago because I couldn't figure out the math, thanks @Gnollrunner & @lawnjelly for helping me sort out my compass heading math and getting me closer to actually understanding it. ;)  Otherwise, I've mostly been cleaning up and building out the server frameworks so I can begin developing out some of the NPC related parts of the game.

Here's a quick video I took today that shows an "echo test" this is basically how I check to see if the network multiplayer server is "echoing" out the correct positional data.  You'll see my player's "echo" or "ghost" following it around.  This way I don't have to create a whole new build of the game and install it on my other machine just to test simple multiplayer behavior adjustments.  Keep in mind, I think the playback speed is a little off here.. ;)  Recorded @ 15fps, so I think my conversion didn't re-encode the framerate properly.. oh well.  The .gif version below should play a little more acurate(once it loads).. :D

ghost.mp4

I just realized until now, I haven't shared any videos of my characters doing things here at all..  Shame on me.  I'll do better. ;)

I'm also reworking the UI as this old theme isn't going to cut it for my robot characters.  They need "robot vision" :D  Something much much more digital looking will have to be constructed.. ;)

Here's the .gif short version(looks way better) as well:

large.ghost.gif.f402d63338279f0637786490544dd8ef.gif

Keep in mind, the displayed frame rates(bottom right corner) are with all servers running and the game being played in the editor(all on the same machine), with the screencap(screentogif) software running on top.. so..  I'm getting close to 40ish fps without the screencap software running, so I'm getting close.. ;)

All for now, more later I'm sure.

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Comments

Rutin

Very cool man! :) Glad to see you're using screentogif. ;) Looking forward to actually playing your game. :) 

October 29, 2018 03:04 AM
Septopus

Thanks!!  Yeah, screentogif is pretty cool, just had to figure out how to work it. ;)  Got a bit of a marathon to run before it becomes remotely playable, so, back at it. :D

October 29, 2018 03:08 AM
Rutin
5 minutes ago, Septopus said:

Thanks!!  Yeah, screentogif is pretty cool, just had to figure out how to work it. ;)  Got a bit of a marathon to run before it becomes remotely playable, so, back at it. :D

At this rate you'll have something soon, I'm sure of it. :) 

October 29, 2018 03:13 AM
Awoken

You're making incredible progress Septopus.  Nicely done.

November 02, 2018 12:36 AM
Septopus

Thanks @Awoken!

November 02, 2018 12:42 AM
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