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EDI

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I am proud to introduce the concept for Morning's Wrath Launch website!



The entire site will be done in Flash, this decision was made so that we can give the best experience possible. There were so many things we wanted to do with the site (pertaining to animation as well as other visual and audio media) that doing an HTML/Flash hybrid would have been very hard.

We are currently weighing the need for an alternative HTML only site.

So, the MW Beta 3.2 has been released, we are currently finding bugs on an average rate of two per day, which is actually not that bad, considering we are finally getting into the 'meat' of testing.

Most bugs are asthetics, and we have not experienced many show-stopper bugs to date. The majority of show-stopper bugs have been releated to the saving and restoring mechanisim of the game, which as you know, has been the bane of my existance [grin]

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Damn fine looking site design there - just make sure we'll be easily able to tell what those buttons along the bottom actually do. [wink] They seem pretty self explanatory for the most part though.

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Well we had originaly hoped for an Aug1 Gold-Disc (Bug free ready to sell version) however, I never really belived that testing would only take 3 weeks (our 'finish content' deadline was in early july, which we made).

Obviously we arn't going to make the Aug1 GD deadline, so as for a release, we are going to test and test and test MW until it is bug free.

Once MW is bug free and we have a GD version, a Limited Content demo version will be created and tested.

From there I will insure that we are all square with any legal issues.

And then the new Morning's Wrath site will launch, featuring the downloadable version of MW and the ability to purchase and download the full version, and hopefully the ability to Purchase the physical version and get a free download as well.

Obviously we need to take one thing at a time, so currently the internal mindset is that testing really needs to be finished before the end of August.

With things going as they are now, I can see that being a reachable goal.

More Comments?

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Kazgoroth - just make sure we'll be easily able to tell what those buttons along the bottom actually do.


hehe, yes, the plan is to have a 'white-text' caption apear above the bar, when you roll over a button =)


A cookie for anyone who can name them all relatively right tho =D

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Hey, Raymundo, how are you doing the saving? Are you just serializing classes to a .sav file kinda thing? I know you built most of your classes by hand (no std), so is this what you are doing?

If it is, why do you think you are hitting so many snags? What are the pros and cons of this decision?

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EDI: A cookie for anyone who can name them all relatively right tho =D


Erm.. Heres a shot...

Home | Lore | Media | Music | Download | FAQ | Forum | Contact | About

Cookie!!! COOOOKIEEEEEE!!!

Keep up the great work EDI. Website layout looks outstanding and I cant wait to see this thing kick off with a bang.

Take Care fellas

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In reply to visage:

Yes, the core engine handles base serialization, by providing the features of.

-packing a class description
-being able to reinstantiate that class description
-packing the data of a given object
-unpacking the data of a given object


There are three main issues associated with this that i belive are the cause of 90% of the errors.

- started building the game without a serious design plan for it (really stupid, but live and learn.)
- each object must take care of it's own specific serialization (the object doesnt 'know' what variables are in it)
- the game is really complex, it has the complexities of both a diablo type game and a kings quest type game.

The following are main concepts which saving needed to work with:

Saving/Restoring the state of
- Images
- Sounds
- Maps
- Sprites(characters, items, blood, etc.)
- UI Components
- All running Scripts(whooee big one.)

Thankfully 75% of the brute work (and bugs found) in the system have been in the engine.

The biggest issues I faced when implementing the save/restore system was both, proper order of de\serialization, ability to instantiate by a 'class id' or 'class name'.

When it came to restoring state is was found that many circular referncing issues came up.

e.g. needing the sprite's map to restore it's state AND needing the sprite to restore the map's state.

most of these issues were fixed through the seperation between object instantiation and object state restoration.

Psuedocode:

[wrong way]
-instantiate and unpack each object one by one

[right way]
-Instantiate all objects
-Unpack all objects

this insures that the object instances are availible if the unpacking process needs them.



One of the harder issues was the problem with how to store references.

e.g. if a Sprite references a Map and a map references a sprite

pointers are obviously not valid between application sessions.

however they can be used to identify what an object was, and therefor be used in the re-binding process during restoration.

there is a good entry in my journal about this.

All in all, had I actually thought through the design of this engine from step 1 then I would probably be in better shape.

Though this was my first real engine, so at the time when I started it I did not know anything about proper design.

Thankfully things have turned out fairly well =D

Just wait till next time [grin]

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ildave

Home | Lore | Media | Music | Download | FAQ | Forum | Contact | About


Right, Right, Right, Right, Right, Right, Right, Right, Wrong


oh so close =D

you are likely on the right track with the last one, but 'about' is not what I expected, too general =D

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SirSappo:

Close enough!

the answer i was looking for was,

"go to the EDIGames website"

but that is esentially where you would meet the team, so...




COOKIES FOR ALL!!!!!

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"go to the EDIGames website"


DOH! I should have KNOWN that! >snaps fingers< ;)

I feel like I was just about to score a perfect 300 bowling, but I missed 1 pin! >sniffle<

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Dont worry John, you'll get to play it soon enough.

I wan't it in pristine condition so as maybe to stand a chance against your constructive criticisim [grin]

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PSSST John was commenting on the fact that the website looks like it says "Morning 8 Wrath", although I'm sure he is excited to play as well

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