Friday, October 18, 2019

A Mediocre Video of the Snow Maze in Wograld





So here is my latest Wograld video.  It was just done using recordmydesktop from

the command line in Gnu/Linux.  I didn't do any editing or anything of this video and it shows.  In the last one, people said the fan was too loud, now you cannot

hear much of anything in this video. Acutally, I kinda suck at video creation.

Some days I wish someone else would play my games, poke fun of how much

it sucks and then put it on their Youtube channel.

You should enjoy this video anyway though because it is alpha. That means

that lots of stuff will be replaced and changed before beta, cause beta is the

stress test.  (like I'm not already stressed enough about this.) Basically I show how gnolls drop dead from catching a cold.  Fortunately, most people do not die from getting colds or we would mostly all be dead.

Friday, August 9, 2019

A visit to the Wograld angel zoo and zoo













So, in an effort to promote my game, I am doing more videos.  This the first in a series of videos to

let people know that the game exists.  It probably doesn't really do it justice, however.

Since the posting of this video, some of the graphics have certainly been updated.

I'm trying to replace all the old ones from the wrong perspective (not 45 degree isometric) that were put into crossfire, and then resized, (but not re-proportioned for wograld.)

I just read a couple days ago about how you need to do videos of your game, so I am trying it. I have some other ideas about how to achieve more publicity, but I haven't tried them yet.

Sunday, July 21, 2019

Monetizing Wograld, a Guide to Avoiding Evil


  Game developers have families. They should be able to support them solely with their game development efforts. Hence, games need some way to monetize, that is to make money. Game developers should not depend on handouts from family members who do not even like gaming, such as grandma who doesn’t play games. Instead they should make money from those who do play games, but who have decided that they would rather do other things with their time, and find other ways of making money, other than in the development of games. If game developers are the only ones who support other game developers, you end up with a situation, that is much like the sad situation in life coaching, where the so called big money is in what is known as coach coaching. The people who could really benefit from the service are ignored, in favor of people of think they need the service, but probably don’t. 

   So, now that we have made the determination that game developers need to make a decent living, we are left with ways that games can make money. Much of the time, free software zealots have made software as a service to be some kind of evil, evil like facebook, twitter and microsoft, stealing your private data for corporate gain. On the practical side however, people still use servers, and in some cases some sort of centralized, or semi-centralized server makes technical sense. Everyone wants to federate everything, and while that is a laudable goal, as a practical matter people just visit other people’s web servers all the time, if only to do some online shopping. 

   So, first of all, we need to remind people that this is just game data, your character, your characters stuff, and statistics stored in some remote location on the internet. It isn’t all this personal information about you, the person, but rather some avatar completely abstracted from the person playing it. Secondly, we need to remind people that online games do have benefits not achieved in single player games, benefits of dynamic content and social interactions. This does not mean that every game can, or should be an online game. Some games are single player, and should just stay that way, paid for in advance by people who want it developed, rather than collecting royalties for every copy sold. But for those multi-player games, server hosting is a perfectly ethical way to make a living. 

   Now, just setting up a server does not make a game developer rich, in fact it cost money, both in hardware and hosting, so all the more reason to justify charging users for using it. But users are loath to pay money for something if they don’t even know if it is any good. Hence many servers give out something like cheap trial memberships, with a limited set of features enabled for free accounts, while paid accounts get more features enabled. This is a great way for game developers to make money. 

   Sometimes, this is not enough, and naturally game developers want to make as much money as they can make from developing games. So, game developers came up with the idea of loot boxes. These are random items that may or may not enhance game play, either by allowing characters to progress further in the game faster, allowing them to do things they could not otherwise do, or by changing a characters appearance. 

  Let us take these ideas one at a time. First let us discuss the idea of progressing in a game faster. Some people like to spend money on games to progress faster because they have a real job and not a lot of time to play games. They want to keep up with all the kids who have stupid jobs, and no families and come home and play games for hours on end, not to mention the no lifers who have some kind of disability and spend almost all their waking hours on the game. Hence, the need to sell faster progression in a game to users so they can be competitive with those who have too much time to waste on the game. The mechanism of spending real life money to go faster in a game only makes logical sense, and does not ruin anyone elses game play of spending hours grinding for in game currency. 

   The second idea, adding items that allow characters to do things in game they could not otherwise, is almost always a terrible idea, especially if it is a limited time thing that gives people advantages over others who did not get the item. If the item is always available, it isn’t much of a problem unless it is insanely expensive. As far as things they could not otherwise do, this is only acceptable if it is a minor thing that has little direct effect on game play, say opening a hidden chest with extra gold in it. If it becomes a major game changing item, then it amounts to problems. All the not rich players will quit, and the rich players will quit because the game got boring since they have no one to play with anymore, and playing on an empty server got boring. 

   The third idea is a purely cosmetic item. This has the least impact on game play, and even if these are limited time items, it still has limited impact on game play. In spite of the fact people love to dress up their paper doll cutouts, pets and houses, cosmetic items are relatively non-controversial in games. That doesn’t mean it is without controversy, only that it causes much less issues. Cosmetic items can also be given out for special supporters of the game, such as people that did things like testing, bug reporting, or even in the case of a free software game, actual development. 

   In addition to the concern about game unbalance changes, there is a concern that the randomness of loot boxes promotes gambling, and lures underage kids into wasting thousands of dollars on a parents credit card, because they don’t know what they will get on a random loot spin. Many games made the goodies random because it encourages the spending of more money in hopes of getting the good item that the player wanted to get. 

   While I admit I haven't made up my mind on whether random loot boxes should be allowed in games, I will qualify it with the idea that making a game proprietary software is far worse than loot-boxes. If players don’t like the loot boxes and think they are unfair in a free software game, they can take the feature out and run their own servers. Perhaps they are fine idea for some games, and wildly inappropriate for others. Personally, I do not think they belong in Wograld because the game mechanics in Wograld are simplistic enough for a younger audience to enjoy so, it would probably be better to leave them out and avoid the controversy.

Thursday, March 14, 2019

Why I started a patreon account

When I first considered making a patreon account is when someone on reddit mentioned that I should do it.  I already knew several other creators who had made one.  A lot of them in the free/software culture space didn't' seem to get much money from it, so I figured it would be a waste of my time.  Then I changed my mind. I read all kinds of things, like wait till you have a big following to make one, or do it as a last ditch effort. 

I read this horrid page where some guy sounds like he is begging for money, yet he still got over 1,000 a month, that is less than minimum wage, but still, he got the money because he is semi-famous.  I realized more and more it has nothing to do with cool rewards you get from subscribing or the merit of the work being created, but rather, how popular the creator is, that is how many people know about his or her work, that more or less determines it.

Free software has a marketing problem.  We make so many cool things, but people would rather pay micropayments for mobile games, waste money on a fancy graphics rig and play games that are boring (with terrible game play) or buy indie games on steam, only to deal with the fact that none of these options have the modifiability or customization options of free software games.

Why do we do it?  Traditional proprietary software offers easy monitization options for the developer, including micropayments, pay once and we are done (as long as you still have the account/drm key/ disk), or pay a subscription fee for monthly online access(mostly replaced with micropayments for cosmetic items or even to get through the game faster).  The developers take these options, but if they fail to market the game properly, they still make little to no money at making the game.

But here is the thing, making a game free software with free cultural assets does not really change the monitization options all that much.  You might think, OMG! its so revolutionary, but it is even less revolutionary than the old Red Hat business model. You can still sell virtual items on a server and charge for "premium accounts." Yeah, the source code and art work is free, but server admins time and hardware is not. As far as single player offline games go, there is always the pay up front before the game is finished model.  That is people pay before it is even done. Once a game is done, you don't need to pay over and over every time you make a copy of the disk or put it on a different computer.  Its not like the developer is actually doing any additional work because you made another copy of some game, you did the work, not the original developer.  Same thing if you decide to modify the game.  It just makes sense for people to be paid for actual work done, rather than the printing of fake money.

So in conclusion, I think that we should pay live people for work they actually do, rather than dead people who arn't doing anything anymore, and despite what they ancient greeks thought, we don't put coins in dead people's eyes anymore.

Tuesday, February 19, 2019

Why PVP based Multi-Player Online Roleplaying games should be open source

This is a post based on a reply I made on Reddit.  When I read the initial post, I realized how my game is using the power of open source to solve some inherent issues with PVP based Multi-player Online Role Playing Games.

The first issue mentioned was performance.  While open source itself does not help directly with this, the Wograld policy of keeping system requirements low helps a lot with this issue.  Who cares if the graphics are beautiful if you can barely play due to the frame rate.  Forget about pvp then, because performance will be so abysmal for many people that you will hardly be able to pvm.

The next two issues are things that are directly resolved through the useage of open source for both the client and server of the game.  Bugs were explictly mentioned.  A lot of games (I'm looking at you Runescape.) have ongoing bugs that are never fixxed even though the developers probably know about them. With open source, the playerbase can directly fix bugs and actually commit a fix in order that the bug just goes away.  Eric Raymond is famous for his quote "With enough eyeballs, all bugs are shallow." Well, now by having all the code, both client and server open source, it will be shallow enough that finnally the bugs can get fixxed.

The second issue deals with game balance.  Ideally, the developers will understand game balance and how communities work.  They should understand the underlying dynamics, and while they should listen to the players, they shouldn't necessarily give them what they ask for, instead they should make a game that creates a healthy and thriving community, and not one where all the players quit over time because game balance is too broken. Sometimes, the developers fall into blind spots and never actually understand how communities work.  If that happens, the original game code still exists and the community itself can fork, and players can play a balanced non-broken game instead of a broken one.

The last issue mentioned deals with cheating. Some people think closed source software somehow prevents or lowers cheating, but looking at all the closed source proprietary games with cheating problems proves that closing up the source code does not prevent cheating.  Instead, some games though they could prevent cheating and still have certain calculations running on the client side.  Cheating can be prevented by running things on the server side.

Friday, December 7, 2018

Twelve Years of Wograld Development, a Look Back on My Biggest Mistakes

When I started Wograld, I had no idea how much it would effect me and completely warp my life. I honestly wish I had had a different time coming into my early twenties, but unfortunately, twelve years later, I cannot imagine things any differently. I do suggest if you have a passion for something more worthwhile than game development, do that instead, don't waste your life. Unfortunately, I do know people who won't listen to me, and who will do game development as a hobby or even as a career regardless of what I say, so this rest of this post is for those people, or people thinking about becoming one of those people.

1. Not learning to code sooner and not putting more time into coding. Coders get a lot more respect and have a lot more say in the direction of a project rather than writers, artists or musicians, so learn some applied logic people, sure, it might suck, and segmentation fault might suck, but do it anyway, do whatever you have to to learn it. I mean whatever, and then keep practicing.

2. Believing that marketing is just traditionally pretty boothe babes in high heels and has absolutely nothing to do with your open source project.

 

If no one ever hears about your project, no one will ever test or play it. You can't rely on the open source community to care about your game, you have to reach outside that traditional demographic because almost everyone in the open source community falls into one of the following demographics

1. believes games are a waste of time and wishes they would go away or

 2. already has their own game project they are working on. 

 

I wish I would have taken that life coaching class earlier. Sure, it might have seemed like an utter waste of money to some people, but it was where I finally got introduced to the concept of marketing, and I started to actually think about it in a different way, rather than as some kind of evil to be avoided at all costs.


3. Not worrying about burnout, at the same time not realizing that I can't give up even when I sort of want to give up.

 

There are a lot of abandoned partly finished projects for a reason. People get busy with life (hopefully, the other possibility is to awful to think about but unfortunately has probably happened to some developers) I didn't have a way to sustain my focus and attention. I distracted myself with playing really bad repetitive games, like diablo2 until my windows 98 machine died, because I was just too miserable to do anything else. Don't do that people. You do have to play games so you know how to make them, but once you understand the basic game mechanics and have had fun, there is no reason to play them over and over again while they make you feel sick. Its like eating a bunch of icecream because once upon a time you enjoyed it but now you are puking up your guts.


4. Not having the humility to work on other peoples' projects.

This is a really really hard one for me to admit. I started my own project with this big ego, thinking like I would be the next Linus Torvalds of game development or something. It seems funny now, or maybe just a bit insane, well okay, a lot insane except for the lack of a word salad. Instead, I should have worked on other open source projects, sure that horrible open source roguelike that kills newbies when they so much as look at it isn't going to be my favorite, or that real time strategy game with ugly graphics, but if I had worked on projects even though I didn't enjoy playing them very much, i would have gained valuable development experience whether it was in code, artwork or something else. I suggest you do so too even if you have your own pet project that is going to be really awesome and not tedious like open source game x, that you have decided to work on for a bit instead. Alpha testers are always wanted. Please download from the latest git, compile and run it, and not from he releases that are probably already out of date (unless for some reason the project has things that don't compile in master, but I don't think most well run projects do.

The project should have from 1-20 active developers, and by active, that means commits to the repository within the last month. On the low end, you might not get a response for your help, on the high end they might have more newbies wanting to help with the project than they can possibly use.



Wednesday, November 21, 2018

Wograld Alpha 0.1.0 newbie tower





I want people to know that, yes, I did release a video on the awesomeness of my
game development.  These days it seems everyone wants videos, so alright, here is video.  Go clone the git right now , read the README, compile, run and start playing!!!  Alpha testers, there is still time to get involved and shape the future of
this game.

Friday, October 12, 2018

Gitting up to date

Wow, I know it has been quite some time since I updated this blog.  Believe it or not, I actually am continuing to work (well, a bit on and off) on the project. As of this year, we made the long in coming move of moving to git.  Sourceforge ended CVS support back in November, and that is what prompted our decision (well, actually my decision to change.  At first I wasn't sure, should I import all the 10+ years of project history with all the *** in it or, just start over fresh with the latest stuff.  I decided to leave all the old *** out, because its just not really useful to new developers anymore.  This project has come a long way since the half-baked fork of crossfire days.  So much artwork has been replaced.  I redid some folders to make it more newbie friendly (no more separate arch folder for the server, and the new music files, are naturally included with the client.)  I realize I don't have to stick to the old and poorly thought out conventions from the old game. 
So once I switched to git, we have been making regular commits, and git isn't really that hard to learn.  Its actually easier than CVS.  I don't bother with all those separate testing directories.  I just test it right in my sandbox.  It makes it so much easier. I just simply don't include changed files that don't need to be included, and check with git status to make sure I included all the right files and none of the wrong ones before I commit. 
We have done a lot. A lot of artwork, a lot of music, a lot of code, but there is still much more to do.

Tuesday, December 16, 2014

Bank Boxes and Bugs

Last weekend, my lead programmer finished implementing bank boxes. I kept saying how most RPG's have bank boxes.  For those who do not know about what that means, let me explain.  Characters in computer role playing games often have an inventory where they carry stuff they might need in the course of the game.  That can end up being a lot of items with no real way to organize them.  In addition, in some games, items can be lost upon death or stolen.  Characters may also have a weight or item limit for what they can carry around.  Bank boxes allow characters to put items in them for later usage.  In between adventures, the character can visit the bank box to deposit or take out items.  This bank box can be only accessed in certain usually safe locations, such as towns.  The rest of the time thesse tiesm are not accessable.
Most multi-player online roleplaying games of any size have this feature, so I knew that wograld should have it as well.

I tested the bank boxes and I have not found any bugs with the feature so far.  Unfortunately, I found another serious bug that will have to be fixed before we can even consider a permanent multi-player server.  That is, if you disconnect the client a certain common way, the server will crash.  I have told him to fix that. 

Friday, June 13, 2014

Back to development

I finally had a chance to get back to wograld development.  I was actually ready a couple months agotoget back to work on the project a couple months ago, but I wanted to redo my computer with a new set of distributions on it, so I did that in April.  I got that done, and then I had an awful month in May. My cat got very sick and died, and I also had my car totaled.

June is started out well, I got a chance to test some code, add and remove things from the bug tracker, and commit more artwork.  I can't believe I forgot about the bug tracker for years. I think if I had used it more from the beginning, I would not have to keep track of so many things in the development, particularly in cases where I put the project down for a bit and picked it back up again.
I've been daydreaming about writing a book on free software project development, but then I realize half the information I think should be included in the book, I don't actually know, I could ask someone else, but I'm not sure they would know the answer either.  Also I don't want it to get into too much of an argument, such as what distro is better, what desktop GUI is better or what programming language is better etc.  I know people get very opinionated on these things, I know I do.  I don't want the book to be come across as too biased even though I have strong opinions on those topics too, I know not everyone shares my opinions.

I guess you could ask questions like  Should your project use a bug tracker? Should your project use version control? I guess you can get away with not using them if its a very small project, but I've found anything more than 4-5 files it would probably be better to use version control anyway.  With the bug tracker its nice to keep track of things even if no one else ever reads it, because then you know what you fixed and what you did not fix yet.

Monday, March 24, 2014

Spawning New Developers

Sometimes, it just takes too long to attract new developers to the project so we tried spawning them.  Now that I look back at it, it might have actually been faster to just do it this way all along.  Its very simple, take a male and a female developer, and then mix some genetic code.  Bake in the womb for 9 months, and then train the new little nurseling to like wograld development.  Who knows though, it might not actually work as well as I hoped, because he already fusses during lectures about free software at a certain time of day.
Another problem with this though, is preparing for his arrival took a lot of time away from working on the project.  I also put my web cartoon at www.jastiv.com as a higher priority than working directly on the project, partly because I could see measurable progress every time I worked on it, and also because I ended up making graphics for the web cartoon anyway I could reuse in the game.  The lead programmer has continued to make several commits, but I've really not written much in this space in a while. 

Thursday, July 18, 2013

Map Editor Progress

I don't know if you are aware of this, but we are working on gridarta now. That means modifying gridarta so that it works with wograld, and not just crossfire and a couple other games derived from the crossfire source code.

Gridarta is the new map editor written in Java.  It is much nicer than the old wogedit x11 Athena widget editor that came with the server.  Furthermore, it will be able to run under any operating system.  So you won't be stuck using Linux or another Unix system to run it.

We currently have it in the cvs under java editor and intend to submit a patch to Gridarta once we have all the folders straightened out.  The current build would break the other projects, and it has a few other bugs, but it does work, so if you were dying to make wograld maps you can now do so. 

One of the major bugs is the collected arches don't work.  There are also a few display problems when using certain functions. You can import archtypes for the the wograld folder and edit maps now, however.

I haven't been doing much coding on it myself, just testing it and continuing to submit new artwork to wograld.  The last commit I did, was the skeleton, I think. 

CVS follow up

Well actually, the whole cvs thing just was the fact it took a long time to show up on the sourceforge site from when it got posted to cvs.  If you want to make your sourceforge project cvs, you can't anymore.  It is depreciated.  The ironic thing is after it got depreciated, I was looking at job ads and noticed one that mentioned cvs.  Not as old as cobol, but still pretty old stuff.  So don't feel that just becuase you are working with something old, doesn't mean it is useless.

I'm not going to switch to subversion for the project just yet though, or another version control system.  First of all with subversion, the current Linux distribution I'm using is too old to keep up with the latest subversion, and I can't install the new one because I broke it a long time ago trying to get wograld to use folder permissions properly.  Note to newbies, never ever 777 your entire usr directory.   You will no longer be able to use root!  Secondly, I'm not upgrading, or removing it yet because I'm still playing a couple games that I'm not sure will work under a new distribution.  Every time you upgrade software, something that used to work good breaks.  I want to finish my save games before then. 

I've also considered using git, of course, but I'm not sure how well the whole distributed development thing will work.  One thing I always hated about git was how could I tell who's branch was the master branch.  Sure you could just get the file release, but I like to know what branch, as a developer I should start working on rather than download some bug ridden thing that won't compile.

I think I just might put that off till we have more developers anyway, and the project is a bit farther along.

Saturday, February 23, 2013

Version Out of Control

I wrote that post title cause I just got the maps and sounds committed under the README folder because no one could make new modules under the CVS folder anymore. According to google, no one else has attempted it either.  Sourceforge documentation is still crap, or maybe it was good for awhile and then got crappy again.  It doesn't help that the new platform isn't going to allow any new cvs repositories, not that anyone would want any new cvs repositories.  Do they even develop cvs anymore? Maybe not. 

Initially people had to download maps and sounds from the crossfire project, the one we forked from, but since we added the gathering skills, I felt we needed some new maps just to test them out.  How can we possiably get this thing ready for alpha without basic game play like gathering skills useable by the players?

In other news, over 250,000 players signed up for old school Runescape.  Unlike the so called "meritocracy" of free software  multi-player role playing games, Runescape and other proprietary (server and graphics) mmorpgs's got it right by having gathering skills for newbies right at the time of release.  They knew the one important way to hook people and get them to play it for years and years.

That is a problem with the free software community. They can make a microsoft office clone and a web browser, but when it comes to games (Specifically morpgs), they can't get the features right. 

I'm kind of dreading the move to the allura platform even though I know I shouldn't because after all the platform itself is free software, something free software zealots have been complaining about from sourceforge for years.  I guess I just like (hate?) CVS too much to let it go.

Sunday, December 30, 2012

Gathering Skills

The time has come to make this game fun, and by fun, I mean not just some beautiful fork of Crossfire, but rather it's own game with its own game mechanics.  One of the major things missing from Wograld, that was never in Crossfire is gathering skills.  By that I mean things such as fishing, lumberjacking, and mining.  Other rpgs have had other various gathering skills such as farming, herbalism (or the picking of herbs), hunting (for animal parts) and skinning (animal and monster hides) and enchanting (removing magic essence from items).

We simply have to make maps that allow players to use the skill on certain spots and gather resources, then, when the skill gets high enough, they can gather different resources.  The resources could be used in crafting, but for now, we could have ways to sell them to npcs.
The crafting system is sort of a separate system and could use parts from gathering skills and parts from other things gotten elsewhere.

Friday, December 21, 2012

Omg Trees!

A week ago, I made some trees and added them to the project. Now, walking through the forest, I feel like I am walking through a dream world.  Even though several other tiles still need to be replaced, game play needs to be changed, and maps need to be made, the trees themselves give it something special.

The strange part is, when I made them, I worried they were the wrong shape. I worried the trees were too round or too triangular. I spent a lot of time working on getting the colors to give it a certain feel.   I did basically 3 trees, but two of them have ground tiles attached for a total of five trees.

I think my art style has been improving and I use highlighting in different colors to get certain effects, like a gradient of different shades of green.  They look better in the game then they do here because of the way tiles all interconnect with one another.

Monday, October 15, 2012

Performance and Messed up Tiles

Well, we got the java client working, doing what it was supposed to do, but then I tested it, and every time I walked into the zoo, it just moved too slow.  It got so bad I could not move my character at all although the rest of the game seemed okay, but still slower than I would have liked.

So a change in algorithms was an order.  Unfortunately the new one doesn't work so great.  Instead of refreshing the whole screen, the new algorithm seeks to only draw those objects that have changed. Makes sense, but unfortunately pieces are not showing up properly, and you can see items, both still, and animated sticking together the wrong way. I would love someone else to look at the algorithm, but who wants to?  It seems there is a rule about free software projects, first make a game people want to play because it doesn't suck, then fix the things that are wrong with it.  It ends up that the first few developers either make or break a project, and if you don't know the correct algorithm to use, then you are out of luck.

Tuesday, August 21, 2012

jwogclnt now connects to the sever but..

I figured out what was holding development up.  We were having some trouble importing the project into netbeans until I figured it out. Unit tests on jxclnt do not work in netbeans.  The orginal developer of jxclnt suggested using Intelej IDEA instead.  So I tried that.

We found some bug with the server as well, probably better not to blog about it here. 


so now, the new client connects to the sever, but does not display the tiles yet properly.  I hope to have that fixxed in the next few days.

Meanwhile, I wonder if our CVS version control is holding us up.  One of the things that concerned me is sourceforge is moving to the allura platform.  At first I worried CVS would not be supported, but it looks like it will be supported on allura.  Also, later versions of netbeans require you to download a plugin for CVS rather than it coming out of the box.



I've been looking at distributed version control systems, both git and mercurial are under consideration.  At first I was kind of leaning towards git, but it looks like mercurial is easier to use, espeacily for windows users, probably the main platform with lots of gamers who want to be developers. Of course the server probably does not work all that well on windows, but I havn't really tried it, not being a windows user myself.  One of the reasons I choose a java client is the fact it will just work regardless of the underlying platform os.

The thing I don't really like about mercurial, is it is written in python. Python is a fast moving language that changes to fast, so I worry if its going to break future releases, although I don't really think that's highly likely as I would think for smaller projects.

Saturday, June 2, 2012

What's my name? Java Development

For the past six months or so, I have just basically been trying to learn to code in Java. I have done the occasional upload of artwork to sourceforge as well. But mostly I have decided to focus on learning Java really well so I can modify the new crossfire java client enough to work with the wograld server. For those who don't know, Wograld originally forked from the crossfire code. Since then the projects have gone in different directions. Crossfire has the same bad game play and artwork and while fixing some bugs, while wograld fixed some ugly artwork and game play while adding new bugs and keeping only the awful messed up x11 client. That is the brutally honest assessment anyway. I understand that user interface developers are the best of the best in the world, and that you could search endlessly to find one who can make such a thing. While I can do the basic hello world, and have been learning some object oriented and graphical user interface, my knowledge isn't quite up to the level to comprehend the entirety of the crossfire jxclient code base yet.

Wednesday, December 28, 2011

Java User Interface Development Woes

What is holding up the project? The User Interface development. The real problem is none of the project team members want to do it. I've written my share of hello world in Java, I even made some bad graphical applications with it in netbeans, but figuring out how to put the user interface in game together has proven to be more of a challenge than that. I looked at the Java User Interface for crossfire. It has all these folders and stuff. I don't know what all those files do and I'm having a hard time following the code to figure out what I need to change to make it work with Wograld.

Crossfire has had several revisions since Wograld split off from it. Wograld has also had several revisions since that time, so it would consist of changing the things that are different so it works with wograld. One thing, is I don't have a metaserver. I would find it difficult to justify having a metaserver when no one wants to play a buggy pre-alpha with missing artwork and most of the awful crossfire gameplay (I mean there is a reason that usually I never see more than four players logged onto crossfire right?)
I don't think the game is even really ready for alpha yet with the amount of user interface work that needs to be done.

I've considered trying to recruit project team members again, but until its really playable, that just seems like a dead end. After all, no matter how good of an artist you are, programmers do not want to work on your game until you show them the code compiling and running with a nice user interface. I hate how programers make artists feel like they are less important. If programmers cared more about artists and what they want maybe we would not still be having these stupid debates about intellectual property and artists would be making money on free culture works all over the place. Sorry, I've been getting into a rant, but its the end of the year and I hoped that the Java User Interface would be done by now.