Wednesday, January 27, 2010

Production Twist #1

So. In a bit of a rushed decision, the NetRPG platform will be leaned towards a more DnD built in setting. The Modules will still edit values and mechanics, but the UI and stats will be built-in and hardcoded for DnD for now. Initial release will be DnD and later on, we'll add functionality to support other game systems. This is just to get it out, this is NOT a permanent fixture.

The client UI is about 30% complete. We're working on making it sleek and user friendly. You'll be surprised to hear that we're using the MS07 Ribbon style UI, but so far.. it seems to be doing the trick -.^ Will have screenies up when we get all the icons made for the main UI. (right now I'm using placeholders, and as the icons are made, I'm replacing them)

Also working on the character data files and encryption. Each DM/GM will be given the option to encrypt the players files with their own password hash, for added security and faulting. Player Character files will be stored on both sides. Every time a character is saved, a copy is saved on the players side (for use in other games) and the DM/GM side, for use in that game. This lets the players still use the characters outside the realm of that game, but still keep that character intact and untouched within that campaign.
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Saturday, January 16, 2010

2D Rendering

I'm still debating on how to do plane rendering. Either 2D rendering or faux DXP rendering. Either way I'm going to need to experiment a bit. So far I have how I want the layering to work, and texture scale.

Currently all textures are 32x32 pixels. There are 6 layers.
[Background] Background texture, generally a very plain tile.
[Detail] The detail tile is used to add rocks, grass, pits, etc.
[Character] Is not GM editable, is only accessed via the Engine, and is used to place the players and NPCs.
[Overlay] Can be used to add extra detail, shadows, or anything else that requires coloring or an overlay detail set.
[Glow] Used to render auras, shields, or anything else that causes visual effects on to of everything.
[Effect] Is not GM editable, is only accessed via the Engine,and is used to render spell effects
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Friday, January 1, 2010

Scripting update

Ok, so, to make the command line settings easier on both Developer and End User, we've decided to do a bit of a... different approach. Now before you go worrying "Aaah! NOW WHAT!?!?" it's not that bad, let me explain;

Commands will still be the same format:
CastSpell("SourceName", "TargetName", "SpellName");
but there's a little twist to it. If, say, you wanted to use a Parameter Command instead of one of the string parameters, you could do a command inside a command like so:
CastSpell(PlayerName[0], ActiveNPC['Ogre'. 4], CustomSpellPreset[18]);

Notice the Parameter Commands instead of '()' and ',', they use '[]' and '.'. This is because there were a few bugs with the parser when the Parameter Commands were using the same delimiters as the Commands.
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Wednesday, December 16, 2009

Ok, so. Got caught up in coding, and RL stuff...

Ok, so. Got caught up in coding, and RL stuff and completely forgot about the Develepment Blog for NetRPG. We've made some great strides in terms of how NetRPG works and runs. Unfortunately, that also means some of the system requirements will change. BUT! Don't get down yet! NetRPG is still being built to run on our lowest end, still-able-to-run-but-so-outdated-that-it-doesn't-run-flash-without-cold-stopping machine. Which means most (if not every) user SHOULD be able to run this, unless they're running something like a AMD K1 with 16MB RAM with a GeForce A series 8MB video card. That just will not do, but anythign better should run it with some decency.

Current system requirements:
At least a 600MHz Single Core Processor
At least 64MB RAM
At least a 32MB Video Card
*At least a 56k Modem connection (Client)
At least any form of Constant connection Broadband >500KB/s (server)

* It will run, but will pause game-play for everyone else on your turn, if running less than a broadband connection. Please make sure the other players know this before commencing on a Dialup connection.

As for how the progress of NetRPG is going; It's going great on this end. The script editor is near complete, we just need to add in a few more functions, and the Clients are coming along great. We're just pluggin' away, trying to get the renderer to work better. A lot of math involved, and anyone who knows me.. knows I'm terrible at math =P

Seeya int he next post! (Hopefully a lot sooner than a few MONTHS span between! Maybe a week! or a day! WHO KNOWS!)

~T~
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Friday, August 28, 2009

ALL Tanaa side AI has stopped

As some people may know, NetRPG and some of the Grimmy/ProjX production has been paused on my end for the next couple of weeks due to video card failure, and my temporary video card barely able to render the desktop. Both Photoshop and Visual Studio are refusing to open, as well as C++ Commander. I'm currently limited to what my laptop can do, and that's not saying much, as it also refuses to open Photoshop, and it's limited amount of RAM limits me to only running Visual Studio for about 15 minutes at a time.

At this current moment, I'm coding in Notepad, opening VS, pasting, testing, then saving.. repeating this process... takes some work to get things done in 10-15 minutes testing and debugging any problems with the code (or, at least finding the source of problems and notignt hem before VS crashes).

I've got a service ticket in for EVGA, and I'm going to get a 15% discount on the video card(s) of my choice, as the card I owned was a Limited Edition version, and they can't replace it.

Also, I won't be killing the new card(s) by lack of power as the last one did, as I also purchased a new power supply.



Looking forward to working on this project in the next coming weeks when my new card(s) arrive! Look back here in about 2 weeks! I'll hopefully have some new information posted!
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Tuesday, August 18, 2009

NetRPG Module Editor


Here's the first glimpse of the NetRPG Module Editor. Yes, I know, we said it can be edited anywhere without extra programs, dookickies and gizmos.. but hey. why not make life simple for those "speed editors".

This program will have (already has a few) all the available variables and sections built in, and all you have to do is click the one you want to edit and go go gadget export!

So far we have this a bit.. modified from the final version, so that we can test and create new variables as we find the need. The final version won't have some of the buttons and inputs seen here, but things are indeed coming along.
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Monday, August 17, 2009

Welcoming + more

I'd like to announce that the Lead programmer and designer for Grimmy / Proj.X has joined the NetRPG crew!

I'd also like to announce a new addition to the AI crew in general, who's first project with us is NetRPG.

All welcome BassZ and Akayna
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