Wograld is a free-software, 2d, multi-player online roleplaying game based currently on the crossfire engine. Development is, unfortunately, done by developers, supernatural entities that seem to posses software users and force them to hack away writing software code for hours on end.

Friday, October 12, 2018
Gitting up to date
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.
Monday, March 24, 2014
Spawning New Developers
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
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.
Friday, December 21, 2012
Omg Trees!
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.
Saturday, June 2, 2012
What's my name? Java Development
Sunday, July 17, 2011
Uploaded some Wall posters.
Wednesday, July 6, 2011
Top Ten reasons not to play Wograld right now
10. Its only been tested on Linux... trying it on the windows system like enough said.
9. You have to follow the admin install directions, if you are the sort of person who is reading this and doing it anyway, even though I said not to , you are not a person who follows directions, so you are not going to do well with getting it set up so it works.
8. Missing artwork. There is only one character class and race that shows artwork in game, otherwise you will be playing an invisible character.
7. Same poor game play as crossfire, only with some missing artwork, so you won't even know what killed you half the time. If you want crossfire, just go play it, but why would you considering how awful it really is.
6. No permanent server set up, how fun is it really going to be playing with yourself...
5. You have to play as root or it won't save your character, or you have to change the permissions on some folders.
4. Did I mention the bad game play, lets go into detail, one hit killed as a newbie sorcerer with a swinging door. Should sorcerers really be that frail? No freaking way!
3.Level system, and experience loss when you die, you lose stats too, so you can get worse than a newb fast.
2. You don't have to die to lose stats and experience, fighting certain monsters will also do this.
1. Ta Da, the number one reason not to play Wograld right now... The user interface is really bad. You won't be able to figure it out. It is ugly, has buttons that do nothing, and no way to know what macros you have easily.
Wednesday, June 29, 2011
Iso Crossfire
I always hated the fact that it feels like I am working on iso-crossfire, and not the Wograld project that I really want. This game has my new graphics, and a new, yet lousy, user interface. Yet I can't help feeling like I am only playing crossfire in 45 degree isometric. That is because none of the game mechanics have changed including ones I hate, such a experience loss, dying from getting hit with a normal swinging wooden door, stat loss diseases everywhere, and a combat system that seem to consist of run into things and watch them die. At least they die relatively quickly compared to some boring games, so you get a chance to go through the exciting loot.
Well, horror of horrors, my wonderful lead developer actually likes that something like iso-crossfire exists. So before we fix any of the glaring game mechanic problems, take out the extra races from the start area and add a male/female of each of orc, human elf and undead, we have to trudge through and actually fork our own project into a useless, unremarkable, not in demand game. After all, if I really wanted to play crossfire, I would just play it, and not this abomination, halfway between crossfire and Wograld with missing graphics.
I'm not quite sure what is the point of useless sourceforge projects and dead branches. Frankly, I think it is a waste of disk space. After all, given a choice between Wograld and iso-crossfire, I would gladly chose Wograld. In fact, for years thinking about how I would actually have to play test some of my changes using the horrid Crossfire kept me from working more on Wograld.
Developers arn't easy to come by though, so if he wants to waste some time forking the project so what. I wonder if that is what will happen to most game projects eventually, there will be the number of game projects >= the number of game developers on the project with all the forks.
Happy forking and fork you!
Wednesday, May 25, 2011
Fixxed the Segfaults... BUT
Anyway, enough with the stupid puns. The user interface for the map editor still sucks dangling donkey parts. You still can't click on things in the pick maps and expect them to show up in the object window of the map-editor. The co-ordinates are all off. Furthermore, all the items in the pick-maps do not display properly. I tried messing with them again a couple days ago.
Instead of fixing the user interface however, my wonderful lead programmer decides to add a bunch of stuff that is in the wrong perspective and the wrong size, into the cvs arch folder. These new arches are from other crossfire forks. I told him he does not need to do that. When I saw what he was starting to do, I got horrified. Except he doesn't use the cvs add command. Now his folder is littered up with a bunch of ? marks in front of the new arches. He really should not have done that. Only one more day until my other programmer comes back from vacation. Then we really won't get any work done because she will be too busy obsessing on cleaning and telling our lead programmer what a lousy job he does wiping the floor and taking out the trash.
I started working on my web comic again and making new 45 degree 64x64 and 64x128 tile objects that we can hopefully add once lead programmer stops trying to add stupid arches and fixes the map editor bugs.
I recently read about something called "programmer art". Apparently programmer art is when programmers do quick and dirty artwork to make demos of some software project. It looks really bad like they can't draw. In most cases, they probably can't, but it is more of a case they don't care how bad it looks. Our project suffers from the opposite problem. I feel like we have a lot of artist code. Code that is just in there to show off the awesomeness of our artwork. It seems like no one on this project really wants to work on the code, and would rather be doing art. You can't play a computer game without the code, however.
Saturday, February 26, 2011
Artwork commit and gdb
Also I have been trying to learn gdb. For those who are unfamiliar gdb is the Gnu Debugger. I got tired of waiting for my knight in shining armor, my prince charming (well actually my evil wizard) to debug the code. So there are two major map editor bugs (possibly more) are still there to be found and fixed. They are
1. segmentation fault crash when you move a scroll bar
2. some of the tiles do not show up correctly, they appear to be blocked out by other tiles although this works perfectly in the client.
As always new contributors are welcomed.
Wednesday, February 2, 2011
sourceforge CVS issues
1. the prior project I forked it from, crossfire, is hosted there.
2. The other major free (as in beer) free (as in freedom) software project hosting service http://savannah.gnu.org/ had recently had a major outage, with people losing a days work or something. I don't remember all the details since it was years ago anyway.
And I chose CVS, because at the time, subversion was just coming out, so CVS had a lot more books and such written about it. People were just making the switch to subversion at the time, with most projects still on the CVS. Back then, I'm not sure if GIT was used, or even existed. If it did, it did not have a lot of free project hosting.
Now it looks like my reluctant project team might have to learn a whole new version control system.
Basically this means that it will be some time before you can go download and test out the project. In the mean time, we we continue to make more artwork and try to hunt down the bugs, dealing with the version control when it comes back up or we find out more information. Worse comes to worse we can already re-upload it without all the crappy version history. (meaning goodbye empty folders and misnamed files)
Monday, January 31, 2011
Crowns

Here is one of the crowns I made yesterday. I really enjoy making pixel art even though it does not always come out as the way I would like. 64x64 is not a lot of room to work with, so I try to make the best of it.
Originally crossfire had several crowns. When I forked the project, the new tiles are 64x64 instead of 32x32. I still have not tested it in game to see how it would look.
Monday, January 24, 2011
Art Tiles = Project Motivation
Our lead programmer says that seeing the new tiles gives him motivation to sit down and find the bugs.
I went back to an old message forum to read my ancient post about recruiting Wograld developers. No one there was interested. Not only that, but someone commented that only insane masochist programmers would want to work on the project. That is the wrong idea. After all, masochism is one of the nine stupidities. So it seems that all over our developers already have the qualities nessessary to complete the fool quests in Wograld.
1) Indescretion. - this blog is prof of that.
2) Lust - I'm lusting after Wograld, I want it so bad.
3) Foolhardiness - Well, if this project kills me, my only hope is some other foolhardy adventurers follow in my footsteps.
4) Paranoia - lead programmer though someone was entering his house, but it is just the furnace.
5) Masochism - Wograld developers have already been labeled as Masochistic. Why else would we spend so much time on it.
6) Vengence - this is revenge for all those times that rpgs like Ultima Online and World of Warcraft did not live up to my standards.
7)Thievery - We copied the code from crossfire, not exactly thievery,
8) Humilation - We have humilated ourselves over and over trying to promote this pre-alpha project.
9) Skepticism - hmm, I don't believe in C programers, oh wait...
Saturday, February 13, 2010
User Interface Progress
One time I thought I would work on a voice recognition system for elderly people with dementia, so they would have a system that would talk to them and constantly answer the repetitive questions that they ask. But the software I tried would not even compile or run on my computer, so I realized I was in way over my head with the voice recognition thing. At least with this project I have been able to make progress.
Anyway, I am amazed at what the x11 libraries are capable of so far from what I have seen. I did not know it could do all that because I had not seen any prior programs written that had those features like that. The only thing missing so far is the custom widgets that I want to put in, such as my own buttons, and ideally my own scrollbars and containors. Basically, I want the custom artwork like most good looking games have that I am currently working on making now.
Sunday, January 24, 2010
Code Documentation
Also, I need to finish making the graphics for the various bits of the user interface, all tweleve buttons, chat log, quest log, combat log, character stats, character skills, looting, inventory, paperdoll, macros, options, automap, party. I am still not sure how to make the x11 give the program the look of my artist view of what the game should look like.
Monday, August 24, 2009
Looking for artists
1) Absolutely no copy-pasting from other games, yes that includes free-software games, because no one wants to look at the same artwork they have already seen, Wograld should have a unique look all its own (modified public domain and GPL art is ok, provided it fits into the game.) ,
2.) Its okay if the piece isn't up with the rest of the artwork, but there is no need to reject artwork that fits all the criteria (better than the current (mostly non-existent or old crossfire) artwork) and also nothing that breaks rule one, and it must also be in the proper perspective for the game. I won't be too much of a drag about style unless it is blatantly bad (such as too realistic, not pixelated enough etc)
3) No emotional abuse of other team members - period, this will not be tolerated. This is not a contest and artists should each work on different things to avoid walking over each others territory and turning it into a contest rather than getting the project done. I admit I started doing that with some of gnurpgs/ Serpentshard's tiles and realized that I was wasting time instead of getting the project out the door.
4) there is a limit to how much "better" a piece can really get. Often, all that needs to be done is a re coloration to make it more appealing, using intermediate colors rather than photo-realism gray and brown. I will put an end to the stupidness of "better and better art" found in some other games. When it is done, it is done, there is no "making it better."
Wednesday, August 19, 2009
Ego - why developers need it.
They feel they have just wasted all that time working on things that will not be used for the project. I know, because I have been there along with several other people. It was one of the things that motivated me to start my own project rather than try to work on some one else's project.
I know that a lot of projects wish they had more people developing on the project, but at the same time have such high expectations for the quality of contributions that they do not find what they are looking for. Wograld is more of an entry level project. The art and code needed is pretty simple. Just a semester of C or the equivalent experience is all that is needed for programming. For art you just need to be able to use a simple editor like the gimp. A lot of the artwork is simply editing some sprites so they look better. The code also has a lot that is fairly simplistic. The time consuming part of the code is getting up to speed on the current code base and what it does, and then making some modifications. That is much easier than trying to write the game from scratch.
I think too much critic can turn otherwise good developers away from a project. Many people have their self-confidence sabotaged at work. They do not need more of this when they come home to do a hobby project. I believe developers should receive a lot of praise for the things they do right. It encourages them to work harder on the project, putting in more time and effort and producing more results.
Tuesday, August 18, 2009
Maps and hunting down bugs.
The reason the map and editor is so critical to fix, is because I need it working so I can see how my new terrain tiles look before putting them in the game. Not that I have not already done some of this work in the gimp. Also, Wograld is not crossfire. I want it to be a completely different game with different areas and maps.
There are many things I would like to add such as wearable clothing, but I think it is important to get the basics down first, by that I mean things like the menus and maps not crashing when you teleport into them. For some reason, our lead programmer found a bug where if you walk into nevar, it crashes. There is also buffer overflow errors. I don't want to add tons of new features over that kind of serious buggy code.
Saturday, April 18, 2009
Updates for the last couple weeks
Suffice to say, I did go to take a look at an art school. Not that I think a lot of formal art training is nessesery to make this game look good or anything like that, but when you have degrees in something then you can thrown your weight around. There are a lot of people in this world that only care about prestiege and letters after your name. Not that any of those types would want to look at or work on this project anyway.
I have to say I was really impressed with the student works. They seem to understand, just like the developers behind World of Warcraft, that the concept is more even more important than the execution. You have to make it appealing. The old "lets try to make everything realism" is dead. You don't just make graphics "better and better" by increasing technical skill, machine hardware demands and realism, like some physics major would like to believe. What is ultimately more important, espeacially in games of this sort, is to communicate a certain feel to the player of the game. Artwork is supposed to evoke emotion, not just try to be a blind copy of something that has been done beforehand by someone else elsewhere.
Eventually, I do plan to have other artists on the project, the look and feel of this game is pretty easy to create for so that I think even a newbie could make good looking tiles. I'm not trying to overdo the shading to make it seem like you just stepped into a photograph. If I was going for that, I would just photograph the stuff I wanted in game rather than waste time drawing it out, cut it, resize and paste it. Why go through all the drawing trouble anyway then?