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.
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.

Thursday, July 18, 2013
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.
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.
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.
Labels:
docuementation,
Multi-Player,
PVE,
skill sets,
sourceforge,
version control
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.
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.
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.
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.
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.
Labels:
bugs,
code,
crossfire,
crossplatform,
Java,
programmers,
version control
Subscribe to:
Posts (Atom)