Been upping the amount of work put into the client as of late. Fixed a lot of small underlying bugs, and added several things. Changelog looks as follows:
Client:
- Addition: Integrity.class – used for SHA-1/MD5 checksums for files used by the game, to prevent data manipulation
- Addition: Upper map layer now drawn by client
- Addition: In-game map items, which can be picked up
- Addition: Player names displayed below players
- Addition: In-game tile types implemented, only “blocked” tiles are fully working
- Addition: Basic implementations of Guilds, Guild Halls, NPCs, Shops, Spells, and Projectiles
- Addition: Overhead text basic functions added. Isn’t fully working yet. Used for things like damage to players, and npcs, etc.
- Addition: Basic TCP/socket information added, and untested.
- Addition: Player chat. Not fully working. Thinking of also integrating chat bubbles as well.
- Fix: Several small fixes to the updater
- Fix: CanMove function added. Works with blocked tiles and the edges of the map
- Fix: Terms of Service moved to separate dialog on main menu, instead of an activity
- Fix: Movement keys were remapped to WASD (versus the Trackball). I’m also planning on mapping user defined macros to keys 1 – 0, and then adding other general functions to keys. (May cause issues with format of game play for the Magic… and if I ever decide to make an iPhone version as well… fingers still crossed for an asus device too)
Sever additions with minimal, code not yet available. I’m still debating whether or not to make the server code public after I finish development and have a working alpha release of the client.
There are also several more fixes and changes that have been added, but it’s getting late and Call of Duty is calling my name. Upcoming work will include full NPC integration (minus the AI routines that will be used). Guild Halls and Player guilds will be completed. Will also have player parties setup, with some working code.
Filed under: Applications, Endieko