Pokémon Universe > Development

[DEV] Server development

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Mr_Dark:
After a long period of doing nothin,g due to the lack of motivation, I recently picked up the new server code again to make some more progress, so I thought; why not give our fans some insight on what needs to be done, what's being worked, etc..

So here it is; My blog-thing-update-topic. I'll try to add updates frequently and even try to answer some of your questions (if you have any).
Note that I only answer server (and maybe some client) related questions and please don't make it a "will feature X be implemented" list.

November 15th, 2010
The last thing I did before my motivation breakdown ::) was implementing all Pokemon moves up to generation IV and some basic battle code. So I tried to continue with the battle code, but because this code is so big and complicated I decided to leave it for now and start with some more basic (and even more mandatory) stuff, like logging in and walking around :P

You're probably thinking something like, "how can code be complicated if you wrote it yourself". And this is true, when I dive into it and check how everything works I'll be fine, the problem is that this takes time and it's not the most awesome thing to do. Don't worry I'll continue on it when I'm back in the game ;)

Motivation breakdown... how did that happen? It took me 3 to 4 months to implement ALL Pokemon moves and it's not just coding moves. Before that you'll need to figure out how they work and what they do. Luckily there is this project called Shoddy battle which code I could use to check on certain moves, which saved me some time.

Anyway, back to the present. At the moment I'm working on the new login system and how is this "new" you want to know? Apart from cleaner code (which is only for me :P) it will also support the assignment of a new connection to an already existing player object.

Old version: When your connection with the server is lost (due to sucky internet, computer crash or something else) your player object would have been deleted with it. When in battle you would have automatically lost.

New version: When the connection is lost, your player object will remain "online" (other players will still be able to see you) for a couple of seconds. Now when you reconnect to the server, it will see that you already have an "online" player object and will assign your connection to it. That way you'll be able to pickup where you left.

When that is done I will probably continue with the basic game logic; walking and seeing other players.

LeoReborn:
This is more GUI, but I noticed something in L5P's PvP Videos. The interface was very basic, and I was wondering, Is this the final design, or is it just a Stand in PvP GUI until the final project is made?

stephenkill2:

--- Quote from: Unbreakable on November 16, 2010, 02:23:14 AM ---This is more GUI, but I noticed something in L5P's PvP Videos. The interface was very basic, and I was wondering, Is this the final design, or is it just a Stand in PvP GUI until the final project is made?

--- End quote ---

That's shoddy battle...Hurp...

LeoReborn:
Oh....... *Facepalm* Carry on, then

Raikt:

--- Quote from: Unbreakable on November 16, 2010, 02:47:57 AM ---Oh....... *Facepalm* Carry on, then

--- End quote ---

The Shoddy Battle server is the one we are currently using to test out all the changes to the Pokemon. That's what you are seeing in the videos, and it is basic to speed up the battles themselves.

The GUI for Pokemon Universe is much more sophisticated and attractive to look at.

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