Multiplayer RPG dev diary

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Documenting the creation of an action (M)MORPG. 

 

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12 entries
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Polydone
October 23, 2019
When basic assumptions are not met...

When making a game with limited resources at hand limiting scope becomes very important.
One such limitation in Treacherous Journeys is that all game-logic is 2D, although it is rendered in 3D. I'm really happy that I decided on this limitation, although I'm sometimes a little irritated by how …

3,447 views
Polydone
October 10, 2019
Small features + minimap.

Last month I posted a tech demo for my game. Only a handful of people played it, but the ones who did gave me some useful feedback.
Audio:
Background music and sound effects is high on the list. I haven't implemented any audio yet.
I'm currently talking to a composer - with a little luck he w…

5,754 views
Polydone
September 27, 2019
Welcome to the first tech demo - testers wanted.

I haven't updated this blog for almost a year, but that doesn't mean I haven't been working on the game.

Since the last post I have been working on implementing stats for characters and items and made character and inventory screens plus a belt for potions. Also character levels and experien…

3,773 views
Polydone
November 06, 2018
Buh-bye Windows, hello Linux!

I've been looking into server hosting for the game server, and since Windows Server does cost a bit to lease and also fires up a bunch of services that I don't need at all I've been looking into Linux.
The server is written in C# and previously Mono was the only realistic alternative for Linux -…

6,760 views
Polydone
December 18, 2017
Refactoring persistence

I had a bit of stress at my dayjob this spring with a lot of overtime, so I kinda lost the motivation for working on my game. This last week I've been getting into the game again. Since I've kinda forgotten a lot about working in Unity I wanted to start on something that I could do purely server…

2,919 views
Polydone
January 31, 2017
The importance of a starting area

A decision has been made - instead of focusing primarily on coding features the immediate goal is prototyping a starting area.
Obviously this is a very important thing to get right - it might actually be the most important area of the entire game since this is where players decide within the first 1…

4,105 views
Polydone
January 11, 2017
Skeletons go down!

But not without a fight...

A bit of gameplay video + code snippet

Sunday was to be the big day when I finally killed the first skeleton. Then I moved on to have skeletons fight back and kill players.
Still the AI simply walks around randomly while checking to see if any players are in melee range…

4,157 views
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Polydone
January 02, 2017
Get work done and kill a skeleton - 2017 New Year's Resolution

Since my last post I've unfortunately had a pretty quiet period without getting much work done on the project. I simply wasn't able to find the motivation to get things done.
I recently got a new dayjob much closer to my home which saves me 10 hours of driving every week - I really ought to be able …

5,097 views
Polydone
September 01, 2016
Die Skeleton!

Well - not quite yet. There is no such thing as damage or death implemented yet - and also the skeletons have no AI except for picking a random point on the map, finding a path, then walking to it.

Still it's more than what I had a week ago, and development is progressing steadily.

Right now I'm wo…

3,673 views
Polydone
August 10, 2016
So Far So Good...

So far most of the development has been on the server side and implementation of the protocol to be used.
The current state of the project is that you can create an account, log on, create a character, choose a character from your list and finally start a game.
The only thing you can do in the game t…

3,125 views
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