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Declaration of Dedication

by Kevin Mitchell · 08/28/2009 (8:32 pm) · 9 comments

It's been too long since I've had any progress in my game, its time to make something and this weekend is my milestone for creation! I just want to break past the core classes. Of course, everything I make I'll share for the beginners just like me. I just want to get past this wall of, what if.

But I swear this is my weekend.

Player/Armor Class
Item Store Inventory
New NPC Class
New MOD Class
Generic Classic Battle System
Zoning mechanism with inner map zoning
Save point class
Sleeping Time transition Class
SQLite integration of all the above

and Maybe MLS type Classes

So this is my vow! ... T_T I will keep it. Grrr!

#1
08/28/2009 (11:16 pm)
Sounds great Kevin, your a real sport sharing all your hard work!
#2
08/28/2009 (11:20 pm)
I'm looking forward to seeing it, very much.
#3
08/29/2009 (12:39 am)
Keep that determination, it's priceless!
#4
08/29/2009 (8:17 am)
I don't mind sharing coding is a expression of thought and there's always ways to improve, it's like having a conversation via median, plus the more exposure to things we have, the better as programmers we become, seeing what to do, what not to do, better ways of doing thing, or just alternate routes to complete one implementation.


PS: I notice i always write with run on sentences sorry for all the English elites out there. :)
#5
08/29/2009 (5:50 pm)
Sounds like fun. As a note Kevin as we use SQLite with the MMO Kit that it does not work like MySQL/PostgreSQL/MSSQL in the fact that it doesn't work very effeciently when you have multiple connections writing to it. If you want to get any kind of speed and performance out of it in the writing you will need to use some kind of daemon like program to interact with it so it can control the transactions to the database (in the literal since, you should be doing transaction writes in SQLite whenever possible to speed it up). Just an FYI depending on what your design looks like.

http://web.utk.edu/~jplyon/sqlite/SQLite_optimization_FAQ.html

Some useful stuff there. If this is for client side work it isn't nearly as important, but server side it will help.
#6
08/29/2009 (5:55 pm)
From something i read long ago i thought you could only have 1 Open process at a time. Also i'm geared towards single play game but I am interested in client server after everything gets going. Maybe as some extra game add-ons. Thanks. Also the only queries being used so far are, item stores, player loading mob loading in battle scenes, game save and loads.
#7
08/29/2009 (5:57 pm)
PS anyone know were i can upload downloadable zips for resources?
#8
08/30/2009 (5:58 pm)
depending on size (3MB Limit) you can use eb's Unofficial Torque File System, any bigger and i'm not sure as this was a question I was wondering myself.

torque.abigholeintheweb.com/public_system/
#9
08/31/2009 (7:33 am)
WOOT, got everything done minus half the list, LOL.

The biggest beast was the Battle AI whisch Right now is generic and I've made it where it can be used for both Monsters and Players Meaning I can now have Monster AI Battle traits like the following:
if(%obj.AIEnabled){
            switch(%obj.AITrait){
               case $AITRAIT::ATTACK_RANDOM :
                  %obj.Target=getRandom(1,getNumberOfLivingEnemies());
                  %obj.innerState=0;
                  %obj.AIState=$AISTATES::ATTACK;
                  
               case $AITRAIT::ATTACK_WEAK :
                  
               case $AITRAIT::DEFEND_RECOVER :
                  
               case $AITRAIT::ATTACK_RECOVER :
                  
               case $AITRAIT::PROTECT_MAGES :
                  
               case $AITRAIT::POWER_SPELLS_RANDOM :
                  
               case $AITRAIT::POWER_SPELLS_WEAK :
                  
               case $AITRAIT::CONSERITIVE_SPELLS_RANDOM :
                  
               case $AITRAIT::CONSERITIVE_SPELLS_WEAK :
                  
               case $AITRAIT::BALANCED :
                  
               case $AITRAIT::DEFENSIVE :
                  
            }
         }
PS I hate that you can't have breaks for switches...