Rather than spam my advert thread with unrelated dev work I figured I'd go ahead and make a thread documenting what I'm working on and discussing some of it with others.
FAQ/Stuff I don't wanna repeat answers to
Q: What about Apex/Triumph?!?
A: They are continuing to be updated and developed. They will remain classic, none of the content in this thread is directly related to them (unless stated otherwise)
Q: Why do you work on so many different projects?
A: Short answer: I get bored. Longer answer: This is currently my job. I know that sounds weird and stupid and maybe it is but it's the case currently. I'm not delusional enough to think classic conquer alone will be enough in the long term so I'm working on expanding my interests and developing new stuff for future use. Some will be useful and some wont be.
Q: Where download link!?!
A: Fuck you
Week of Sept 20th
--Clientless Chat Bot--
I've been constantly working on trying to re-structure player support and find ways to limit the time I spend daily answering the same questions over and over. Anywhere between 2-6 hours of my day is spent answering really basic player support questions and it can be frustrating and delays more pressing work.
This resulted in three main things:
#1: Revamping much of the mod structure of my server (work in progress lol)
#2: Hiring a community manager to act as a filter between me and mods/players so I'm dealing with the real issues not the "how get cp" style questions
#3: Writing my own clientless bot to function as a easier to use chat service.
1-2 are super boring so yah. The clientless bot lets me get audio notifications when someone whispers me as well as notification if the bots ping goes beyond a certain point (which could indicate anything from an attack to a server issue to my home net fucking up)
To me it was mostly about getting notified when a new chat window was opened with me as well as alerting me when they had responded. I tend to only tab into the game every hour or two which leaves most players not getting a reply from me (they've either found the answer or are offline)
So that project is done! Might be ugly as hell but it works for what I need. Was a fun distraction and really increased my own productivity a lot so I consider that a success
--Client Protection--
Not my own work but Freszone was able to finish up a new update for our client protection so since then I've been working on new background implementations for item/character tracking and future security features to let players lock accounts to specific machines.
Next big thing really boils down to how to keep adding new cosmetics and fun items. Current paths we are investigating are....
-Custom ItemInfo field which overrides the look of the item in game. This would let us basically code our own version of the dragon soul/artifact system tq added and allow us to dynamically assign custom looks to player weapons. This is really needed vs duplicating every item in the game a million times for each look and so is the ideal way for us to add weapon skins.
-DxOverlays to embed web clients into the game. This would be for things like new interface windows, mini games and even more utility oriented stuff like embedding our live support system into the client itself.
That's all in research stage though so nothing cool to show on that front (yet)
--Bosses!--
I converted these a while back but as we had not released a new event in a couple weeks we decided to go ahead and add our first world boss.
Pretty basic logic but was fun to tweak and test locally.
Those traps explode after 2 seconds dealing percentage max life and as the boss gets lower health it drops more and more traps.
It also has a true damage and aoe magic skill which it uses randomly to keep players at least somewhat on their toes.
Ideally the 2nd boss will be a bit more mechanically intense (more interesting from a coding/gameplay standpoint) but was still nice to see a world boss working properly in older clients that didn't result in just 'tank n' spank' style gameplay.
--House?--
Unrelated but dev was somewhat limited this week as me and my partner bought a house. Very, very busy between arranging showings, counter offers, financing, property inspection, etc. We move on October 30th yay no more renting!
Week of Sept 28th
The morph suit concept is waiting on art (done as of today) and the IPad giveaway is wrapping up in a few days so I didn't want to launch a bunch of updates right in the middle of that so I filled my time with working more on new source (yay!)
Got a lot of work done on it in the past few days (week still going of course) but don't wanna get too deep into it as I know next week I have a metric ton of stuff I wanna work on for apex/triumph.
Been a lot of fun learning how newer conquer works (not something I ever played) and seeing the gem in what TQ designed. When I see how the systems SHOULD be coded vs how they were done in a lot of *ahem* less than ideal sources I can see how things could be rebalanced and tweaked to make for some really interesting gameplay. I still prefer classic but it's super exciting having all these new tools at my fingertips to create new content with.
-Finished BattlePower (calculations, hitrates, damage mods)
-Finished Refineries (applying, replacing, expiring, activation, combat clacs)
-Finished Monks
-Finished warriors
-Finished trojans
-Finished fires
-Finished ninjas
-Finished archers
-Finished waters
-Finished weapon accessories (activation, display, expiration, combat stats/effects)
-Finished artifacts (activation, display, expiration, combat stats/effects)
UPDATED: Finished all skills except transforms and summons (those are not needed to test pvp calculations) and finished up dragon souls/artifacts fully. Next step will be adding a few more npcs and scripts and putting this online for pvp play testing to ensure that we work out any kinks in the combat logic.
Images
More Dev Discussion To Follow!