Wrote the map objects 'system' for Mystery Project, which isn't really that much of a mystery anymore. I'll do a little overview of it in my next entry or so for those of you who are interested. Now you can place objects in the map editor both fixed to the grid and with pixel-offsets. It was tricky to get the Erase tool to properly get rid of the ones not fixed to the grid, but all is now good.
The game now loads these objects and interprets what genre of object it is based on its ID (tree, rock, crate, etc.) and generates the object in the game and sets up its collision data.
Had fun adding the first mapobject today: trees. My artist has a few variations done, but right now they use a unique collision model that lets the player something hide themselves beneath it, since the game uses an overhead perspective. See if you can spot which tree the player is beneath. You'll get a cookie*. :)
Okay, so it's not that hard. :P And as for the map's general barren and ugly look, it's all temporary stuff. Programmers don't have nice art! Wait till I get to the dynamic lighting, hehe. ;)
After the map object adventure was completed, it was off to get the networking started. Here's the Mystery Project v0.02 Roadmap at its current state. As you can see, my goal is to get basic online play going (adding/removing players, movement) in by the time I release v0.02. The plan is to add network support concurrently as I add game content.
First problem: HawkNL doesn't like me. Things just were not working the way that they should have. The documentation is existant, but that's about it in terms of resources. And then I'm not even sure how sound the Delphi header is. Ho-hum.
So, to banana-trees with HawkNL. I'll grab this fairly low-level Winsock wrapper component for Delphi I found, WSockets, and use that. It's what I used for Bizlof War -- my first online shooter game -- so it'll hopefully serve me well this time around.
Second problem: My router has it in for me. Me and my router have a long history of not playing nicely together. If I had things my way I'd plug myself directly into the cable modem, but I suppose the other resident members of my local wireless network wouldn't be too thrilled. Anyways, port forwarding was not working for me, because I was too dense at the time to figure it out. Then I had the overly wise idea of believing that changing my Local IP address would fix the problem. Boom. No internet for 3 hours. After some experimentation and *actually reading* the instructions, I got back to square one again. Phew.
Payday tomorrow. That's got to count for something. :P Also got my review on Saturday, which means a raise. Woot.
Got my router finally working with proper IP forwarding. You can't imagine the glee when I saw someone I pulled off MSN connecting to the little TCP server app I whipped up. This means that I can get cracking on the networking part of the game tomorrow. Perhaps I'll poke my head into the GD.NET IRC channel and see who I can pull in to help me test. :)
Oh, and hey, you're reading this. So things are still pretty good. :)
* No, you won't. I ate it while you were reading that last paragraph.