What I did today

That is exactly what happened - the pc was in don’t-switch-off mode, the cpu got to hot and the system did an energency shutdown :frowning:

And I was making good progress on my town planning idea…

More like “what I did yesterday” (or well, technically today very early morning) - found this:

Started polishing my first game ;D

The site for JGLOOm is finished! And so is the maven deployment. If anyone finds some errors, please let me know! (Issue trackers don’t work on forked projects, PM me :P)

http://jgloom.org/

Today, I thought of an amazing idea for an awesome game. I’m working on the idea, but the problem is, I dunno if I’ll even be able to finish the game. I might not have enough knowledge and experience when it comes to working with 3D. Bah, whatever.

I integrated @philfrei soundscapes into Vangard. There is a night and day soundscape, I just need to tweak them now and add tense/relaxing flavors (so countryside near towns has a relaxing ambience, while deep wilderness has more frequent tension-inducing sounds). Then add some accents, like a dawn chorus of birds, rainfall, variable wind.

I will give sound a plugin architecture, so I can have a default sound system using a few samples and TinySound, and will then wrap @philfrei’s work in a plugin.

While i am doing that, I will also complete the work to make the game’s UI a plugin too, so I can easily deploy different views when bored. Like Vangard Isometric, Vangard Third-Person View, Vangard First-Person View, and Vangard VR. Plenty stuff there to keep me busy till 2020 :slight_smile:

(Seriously, I have one user - 50% of my user base! - that has requested an isometric/RTS-style view, so I would like to add that, but still keeping the simple Vangardy look and feel).

The idea was always to have swappable graphics, as a way to make sure my presentation code is strictly separate from my game logic. As a way to force me to do that, I chose Java2D as my initial graphics library :slight_smile:

=====

@ShadedVertex, are you sure you need 3D? It’s hard to think of a game that is restricted by its very nature to just one form of representation.

[quote=“ags1,post:4586,topic:49634”]
I’m looking forward to that!

The problem with VR is first-person motion makes people sick. I have the idea to combine the zooming mechanic with VR so that when you are standing still or only moving a little (roomscale?) you can be in VR-first person mode, but otherwise you are in zoomed out VR birds-eye view mode (still in VR, but not in first-person VR).

jME has some support for VR, so all i need to do is figure out how to to export a view of the world to a jME instance, and of course rebuild the GUI controls for VR. A couple of days work, surely! :slight_smile:

With flexible graphics plugins, there is always the hope that @theagentd will be a huge fan and will upload a free fan-made plugin with gorgeous 3D models, shaders and stuff.

I definitely need 3D :slight_smile: I can’t tell you what it is, not because I want to keep it a secret, but because I still don’t know if it’s going to work out. But the game needs to be done in 3D for the game to convey the right message.

Heh, please don’t count on that, as I’m very low on free time nowadays. xd Still, I might take a look at some point. =P

Found out that I get to move to our devs department for a trial run, and if I do good, they will hire me. Hopefully I dont f**k it up! I work in customer service for my company now, and I can’t wait to get out of it. You guys have no idea how dumb people can be.

EDIT: unless you’ve worked in customer service…

Got home yesterday evening from my short trip to London - actually had some time again to code on my project today - YAY!

If you think you are going to avoid dumbness with this move, you’re in for a treat. Clever people just do dumb in more convoluted ways.

Don’t stress! If they give you a project, look through it and learn as much as you can before you start making modifications. Don’t be afraid to ask questions, but make sure you put in effort researching your question before going and asking another developer. Take your time and write clean, readable code and don’t be afraid to question why something is like it is! Too many times I’ve found myself thinking that a solution is good solely because a developer with more experience wrote it but it really turns out that it was not a great solution at all. Time and experience in this field do make you better, but it doesn’t mean a “lowly” entry-level developer can’t also have great ideas that rival those of a senior :slight_smile:

Good luck, I’m sure you’ll do fine! I’ve never had any formal education on CS and looking at some of the code from CS degree holders sometimes makes me (and my co-workers) want to bash our heads into a wall :stuck_out_tongue: Just goes to show that some people in this field don’t know what they’re doing and you’re probably better at writing code than a lot of people who hold CS jobs right now!

Thanks man! I’m sure I will have a lot of questions, but I’m gonna do my best. If it doesn’t work out with this trial, I’ll just learn more and try again.

Today I took the offline local co-op game and turned it into online co-op game. :slight_smile: (Lovers in a Dangerous Spacetime)

Unlike the original version you can play together over the web, but it also allows to map keys according to the preferences - not keys already taken. (so for example all 4 players can move character with WASD) The only problem right now is relatively high delay (up to half second) combined with no client prediction, but I am still working on that.

The best part? This took about 3 hours to implement. I am still surprised why developers of this game didn’t added online co-op in vanilla.

I started creating a tower defense game using my own library.
it’s getting shape but there is still a lot to do. :slight_smile:
But hey, this will be the first game I will finish.

The shop works but is empty, Just bound the turret to the left-mouse button.
You could not place anything on the walls, target, or the enemy’s path.
Also i added a particle explosion on enemy death. :smiley:

  • winspeednl

Did you reverse-engineer it, in order to modify it? The game looks like a lot of fun and original to me, so can players install your extension in some way?

I also read that the team existed of only one (full-time) programmer, so he maybe didn’t have any experience with networking (which led him to polishing the co-op version).? Looking at the ease you’re having modding that game, he’s probably quite experienced though. Let the conspiracy theories roll…

Code is not secured, but I didn’t modified it directly and used external programs approach because it is faster and I just wanted to make it working as fast as possible - client program captures input from the OS, checks if you are using keys associated with keybinds in-game, and - if yes - sends actions to the server. Because only actions and not keystrokes are sent, client and server can map these keys in completely different way.

Server accepts players actions, translates them into gamepad actions on server. It also takes care of streaming, so in fact there is only one instance of game running (all others are watching a game stream sent real-time by server). I am thinking about sending game state and receiving them via in-game modification to reduce bandwidth usage and delays, but this would be something much more complex already.

Discovered https://www.jdoodle.com/, which will revolutionize my lunch breaks at work.