2024-06-18: VVO Map Movement Achieved

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Lots more work since last update. I created 56 different portraits and ingame sprites (10 classes, 6 portraits/sprites per class, except 1 class that just has 2 for now), which doesn't matter yet but will in the future. Then I did a lot of infrastructure work, probably more than I can remember -- upgrading the client and server to communicate with secure websockets, starting to build out the database tables, adding login authentication and a session token, refactoring the message passing between client and server in a reasonably extensible way, implementing the once-per-second game ticks on the server, all while learning how this stuff works in Go (for the server) and Pygame (for the client) and working through various gotchas and idiosyncrasies.

All of which is to say, the only really *visible* new bit of functionality is the ability for a character to move around the map (validating that they aren't moving into illegal terrain, off the map, or trying to move farther than should be possible per tick), which doesn't seem like much considering it's been a week since the last update, but actually it's been pretty good progress considering the scaffolding I've built along the way.

Here's a few screenshots of moving around a map (all of which are still randomly generated). I haven't updated the tiles yet, so the tileset still looks functional but not beautiful:

Screenshots of moving around in VVO

I think the next thing I'll implement will be limited vision. I might implement that entirely on the client side to save some processing power on the server, which would provide an opportunity for hacked clients to cheat by giving themselves full vision, but I'm not really concerned with trying to make all forms of cheating completely impossible since this is just a hobby project and not a commercial product. Regardless, this is going to start looking pretty cool once I have fog of war and limited vision implemented.

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