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Warscale - Prototype finished!

by Guimo · 09/01/2008 (6:36 am) · 4 comments

Hi all!
Let me announce that in the day of September 1, 2008 (01/09/2008), I have completed the prototype for Warscale!

As I imagined, the client/server architecture was ported almost effortlessly. After some bugs which were easilly fixed and one which was really tricky (in fact I wonder how the summoning packet worked at all in first place) I was able to simulate a game in my own laptop with a master, a shard and two clients. The process allowed for game creation, joining, starting, loading and finishing.

What was accomplished
The most difficult part was to update the code in order to handle equipment in the client/server mode. I had to adjust the database and adjust the queries. Also, even when porting the code from single player to multiplayer was simple, trying to debug a client server in a single PC is a real pain in the (fill in this space any part of your body you consider appropiate). As I told you I'm confined to a single PC since my old laptop died and because I usually program in the train to work and there is no way I will bring two laptops on me. Anyway painful and everything, I managed to make it work.

What wasnt accomplished
Even when the store and equipment editor works, the integration is to say the least... defective. Works as a demo but nothing else. Requires a lot of work.

Screenshots!
The images shown this week show two avatars (naked for now) with their armies of units.
www.spritekin.com/warscale/wsascreen18a.jpgwww.spritekin.com/warscale/wsascreen18b.jpg

The plan for this week
Even when the prototype works, there is still a lot of things to do. The first phase for Warscale ends on September 15 so, as I still have some days left in my schedule, I ca use that time to fix some issues, clean the code and program those features which were left out or really require more work. Currently the server crashes a lot but that may be just a problem of trying to run 4 torque instances in the same computer... shame on me...

A moment to honor you
I wont say the name as maybe he wont like to be molested, but the gesture was really touching for me. A member of this amazing community offered me a free GeforceGo to fix my laptop. Unfortunately I cant use this card as the HP integrates the mainboard and the video card but, for me, the gesture is really important and says a lot of this community. I have already thanked him a lot but I want to do it again here. You really raised my morale in a moment I needed it.
As a way to thank this gesture I have decided to create a resource with the improved GuiObjectView control which Warscale uses. Not right now because I still have lots of things to do but if someone may be interested in helping me create this resource by writing the text, explaining the code changes, building example scripts and so on just send me an email. Of course with this resource in place, it will be easier for me to post updates for the control.
Currently the control handles:
- Fixed mountpoints - when mounting objects in a model, the control detects the object mountpoint and uses it by default. You may also specify a different mountpoint.
- Working setskinname allowing to change the model textures. Even works in mesh subsets.
- Working skin meshes allowing to show/hide meshes.
- Object rotation - not the current rotation-of-the-scene. In this case the central model rotates so that the light illuminates in different angles.
- Model scaling - You may scale any mesh in the viewer. Even mounted meshes.
- (Pending) Particle emitters.

There are may changes which require testing so if you would like to help me with this resource is recommended you have a good experience with the engine.

Any Mates here?
I was wondering how many of you live in Sydney?

Luck with your projects!
Guimo

#1
09/01/2008 (7:06 am)
Congratz.
#2
09/01/2008 (8:43 am)
This looks pretty awesome, I'm excited to try it ;) I'm working on something similar only with TGB so it's more 2D.
#3
09/02/2008 (11:57 am)
Congrats!

One thing I would recommend is naming the improved GuiObjectView something besides "GuiObjectView". One of the problems that we've strugled with over the years is that GuiObjectView tends to quickly get bloated and harder to work with as each engine progresses and then when we need to port it to a new engine we end up struggling to deal with all of the different interdependencies of the advanced functionality and we are left with a complex mess to tease apart and bugfix (you can see this with the progression of GuiObjectView from TGE to TGEA 1.0 to TGEA 1.7).

If you have fixes to the core (and simple) functionality of the basic GuiObjectView (which is rendering a DTS and mounts) then note that and then push the rest of the "improved" functionality into a class dreived from the basic GuiObjectView.
#4
09/02/2008 (4:52 pm)
Ok Matt... will do.