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Monthly Archives: October 2017

Survival MMO Devblog #4

Alpha Release 34%
Current Version: v0.3

Sleeping!


This was one of the more difficult things I worked on this week since logging and and logging out touches nearly every part of the networking code.
You will no longer just disappear and reappear when you log off and on. Instead, you will sleep in-game.
In the future you’ll be able to loot as well as kill sleeping players.
So you’ll need to seek out a safe place to sleep, or build some sort of temporary shelter until you have a base of your own.

More Armor Types

Shoes

In the beginning, your pants were also your shoes. I’ve gone ahead and separated them.
You can now equip and unequip shoes with your armor slot.
Shoes will provide various buffs / bonuses, just like any other armor type! Weeeee…

In the future, all clothing will be craftable and upgradable. πŸ™‚

Helmets

Why stop at shoes!? I went ahead and added helmets as well.

Usable / Consumable Items!

Food & Poisons

That’s one small step for Survivalnauts, one giant leap for the developer! There is now consumable food in the game which will heal you. Big deal right? Well, this means I can now add in a lot of different consumable items such as potions, poison and drinks! In fact, I went ahead and also added rotten meat to the game which damages your players health (a nod to Minecraft).

Basically, the server detects the X and Y position of your inventories ds_grid and acts accordingly.

Inventory

Dropping Items

Dropping items is now a thing. It will only stay on the ground for a few minutes and then disappear. This will be a way to get rid of studd that you don’t want.
In the future, items you do want will need to be stored in a chest.

Now, this wouldn’t be all that impressive if it was a single player game. However, since this is a survival MMO with server-side inventories this is what happens..

1. You select the X and Y of the clients inventory ds_grid and send that to the server.
2. The server sees what you have in this inventory slot and grabs the item id (itemid is a unique id for that item for another ds_grid which contains that items name, hitpoints, who created it, and other info)
3. The server removes this item from your inventory.
4. The server then adds this items id as well as it’s x and y pos to a grid called “floor_items” so that whoever logs into the game later, or loads that chunk will load that item when they’re near it.
4 & 1/2. If someone logs in after you throw the item, near the item, it will send a packet telling them there’s an item near them and where it’s at.
5. The server then detects who is near you
6. Server then sends packets to you, and every other player that is near you.
7. Once you receive the packet, it’ll then remove the item from your inventory and throw it for you and everyone else near you.

ALL THAT FOR THIS:

Minor Fixes to Inventory

~ You will no longer swing your weapon when you left click while using the inventory or hotbar.
~ When you drag your items, it no longer shows a little man but the item you are actually dragging.

Resource Gathering

How much of a resource you gather from nodes now depends on the type of tool you’re using. For example, an axe will be better to harvest wood and a pick will be best for ore. Eventually using your tools will damage them, and using the tool for the wrong purpose will damage and break the tool a lot faster.

Since this change now affects my testing of the game, I went ahead and added Pickaxes to the game! πŸ˜€

Other Changes

~ Fixed a glitch with the shaders where the clothes animations were not matching the walking animation.
+ Added a green “Wizirdi Shirt”… Got tired of looking at the blue shirt πŸ˜›


Survival MMO Devblog #3

Current Version: v0.2.2a

Graphics and Sound

Shaders & Skin Color

At the start of the project I was tediously respriting and recoloring each skin color. There were three skin colors: White, Tan and Black. I’ve now utilized the power of Shaders! This means I can handle skin color a lot more efficiently, as well as add interesting effects in the game (such as your face turning green when you’re sick, custom item colors, etc). This also means that instead of 3 skin colors, I can add a whole range of skin ‘tones’. This is huge, and I’m sure I’ll find more uses for it than just skin color such as custom colors to items.

I went ahead and added 8 Skin Tones to the game.
I will also be releasing an example of the method I used in an upcoming devblog!

Camera Effects

Some new camera effects were added to the game!
Camera Follows Mouse

Shakey Cam

Procedural Map Generation

Most of my weekend was spent working on the game world. The system works by first generating a large image of what the map should look like. I’d like to thank “Puhloo” for his example on this.

The system will then create 64×64 chunks of every pixel. Each pixel then represents a 32×32 tile. It will then put those chunks into a buffer and save it on a hard drive. Later, when the player is in the game it will load up the chunks from the hard drive around the player.

This has still got a long way to go, and probably won’t be finished until next week.

Game Lore

I’ve started working on the lore for the game. Humans will no longer start on Earth, but on a terraformed Mars 45,000 years into the future. Earth is uninhabitable after a mixture of nuclear fallout and natural disasters devastated much of the planet. Mars is also devastated and barely inhabitable as well after an alien invasion that was provoked by Human meddling on alien planets. Basically, humans have a reason to hate Alien races, and Aliens have a reason to hate Humans. I can provide more lore in future dev blogs, if you’d like.

TL;DR – This game is a survival game on a terraformed Mars. Weeeeeeee…

Other Changes

~ GUI now re-positioned for the new 720p resolution
~ Head were being clipped by armor/shirts. Heads now draw above armor/shirts.
+ Added a new facial expression
+ Screen shakes when you hit a node
+ Particle effect added when you hit a node
+ Added meat item, currently no way to eat it.


GMStudio Example Highlights #1

Procedural Square World Generation Example
https://forum.yoyogames.com/index.php?threads/procedural-square-world-generation-example.4457

Sprite real-time multi-recoloring using shaders
https://forum.yoyogames.com/index.php?threads/sprite-real-time-multi-recoloring-using-shaders.12601/

WizNet v1.1 – Networking Example

WizNet v1.1


FatalSheep’s Tutorial – http://gmc.yoyogames.com/index.php?showtopic=604116


Survival MMO Devblog #2

Current Goal: Create a playable v1.0 Alpha.
Current Version: 0.2b

One lesson I’ve learned in 10+ years of making games is that just because you put a lot of work into your project doesn’t mean it’s FUN for those who play it. Many indie developers ironically fail to realize that they should work just as hard at making a game fun as they do the actual features and gimmicks of the game. Yes, anything you put hours of your time into will be valuable to YOU, but not to other people. Why am I saying this? As a reminder to myself of what I want the release of this game to be. It doesn’t have to be revolutionary or be loaded down with impressive features. It only needs to be FUN, and I hope to achieve that.

Graphics & Sound

720p

I am now making the game to work and look good in 720p so that the game can more easily be scaled for different resolutions. There’s a lot of work to be done converting everything to 720p as I originally made the game in 800×600. Menus, GUI and other rooms are kind of funky at the moment.

Changable Resolution

Since I a now working with 720p, I’ve added the ability to change the resolution while maintaining aspect ratio.

3d Sound

Sound effects are now 3d. You will hear them at different volumes depending on how close you are to the sound source.

Zoom in & Out

Since most sprites are 32×32, I’ve added the ability to zoom way in or out.

Spriting

I do need some help with spriting, as it’s not my strong point. If you’d like to help out with that, specifically the sprites of the players (genders, hair styles, faces, bodies, etc) then please feel free to Contact Me.

Hotbar

Usable Items

You can now use items equipped in your hotbar. For example, you can now swing swords and axes. I’m pretty proud of this system. All the item data is kept server side, and each item that is in-game is given a unique id and loaded into a ds_grid. This gives me the ability to give items hitpoints, special attack bonuses, etc… It also opens up the ability to let users ‘mod’ and ‘repair’ items in the future.

Combat

Attacking

I’ve started the basics of combat. Currently only melee attacks work. Damage is currently only based off the base attack damage that your weapon has. Everything is calculated server side (including attack cool downs). In the future it will consider armor and other bonuses.

Death

The beginnings of the death system is in place. Currently you die and respawn immediately, while leaving a lovely little corpse. The corpse will look exactly the same as your player, and even have the same armor on. Aww, how cute. In the future you will be able to loot these corpses.

Room Changing

You can switch between rooms. The server will only send what is going on in the room you are currently in. This is great. It is the beginnings of the system for multiple planets, and possibly instances!

Movement

Made some progress on movement. The server now keeps track of players x and y position at all times, and can detect when players are walking. The client will predict and try to stay in sync with the server, and so far it’s doing a great job. If the client and server get out of sync, the server will detect it and make a correction. Right now it’s kind of choppy, but shouldn’t be noticed by anyone other than those with a high ping. This system should protect against any speed hacks or teleport exploits.

Resource Gathering

Tools Work

You can now gather resources by harvesting “nodes”. Each tool you use gives a different amount of resources. In the future picks will work better with ores, and axes will work better with trees.

Node Deteriorate

The node sprite will change depending on the amount of resource left. That way you can tell which nodes have more resources.

Node Respawn

Once a node is harvested, the server will start a timer to respawn that node. It will be randomly placed back on the map after the timer is up. Of course this is just the first step. Node spawning will eventually have to take into consideration player made structures so it doesn’t spawn in the middle of someones base. πŸ™‚

Sound Effects

Instead of the same repetitive sound over and over, sounds tend to change as you hit the node. In the future each tool will have a unique sound when it hits a node.

Resource Distribution

Nodes

Servers now generate and keeps track of a specific number of nodes. Each node has a unique id, much like items do. There are four types of nodes: Trees, Metal Ore, Sulfur Ore and Stone Ore. All of these are subject to change.

Distribution

Started the first steps towards a resource distribution system. After the server is started it creates a data structure of resource nodes and where they should be. Players will then connect and receive that info from the server, which will create the nodes across the map for them. This is literally the first baby step, so right now nodes can spawn inside other objects.

Server Console

Added a little quality of life improvement for my self (and future server hosts). You can now type in and execute various commands into the server. I’ve rigged up a system that detects in your string what command you’re using and what you type after the command. For example for a command like, “/kick Wizirdi” the system will detect and split “kick” and “Wizirdi” into two different variables.

Through the server console you can kick, kill, ban, message, teleport and give items to other players. Pretty nifty.
I’ll also be making a similar version of this for clients later. That way you can grant admin to players, and they can use their client-console to run different commands.

Twitter

If you’d like to follow these updates as they happen, follow me on Twitter! http://twitter.com/wizirdi

Other Changes

+ Added sound effect for nodes when they change sprites.
~ Changed the Magic skill into Science.
~ You can now hold the left mouse button to auto attack