Posted by: Daniel on Thursday, March 8th, 2007 at 4:11 am.
Okie, so where are we up to…
Well I’ve been working on Mercenary Machines a little the past month or two, starting to make some progress. Infact, making enough progress to justify me telling people about it. Clearly telling people one by one is a little slow, so I’m taking a shortcut … and lookie here, a nice shiny blog.
So here we are with a project. Since in the first version of the project I discovered painfully that php should never be used for anything like this … and I discovered in the second version that html based in general was a bad idea, I’ve decided to bite the bullet and actually write a proper client based system. And stuff has been done
…
Well firstly there is a proper client/server structure, which is a good start.
Although you don’t seem much sign of it, the communications system between the components is rather funky, giving much more flexibility. Amongst other things it maintains the concept of virtual connections between the client widget and the service powering it, which helps to allow components to keep communicating while something waits for a response. Might post some more on that a bit later.
When you open the client (it’s a nice java applet that runs in your browser … no installs needed, no special requirements or software … any java capable browser should work) you get a login … The login system behaves exactly the way it should, running off a real user database, though there isn’t a sign up system (yet).
Once you’ve logged in, there are a couple of things available…
Account stats … Appearing down the side of your window, they provide a brief overview of things to help you keep track of what’s going on.
MotD … pretty standard really … displays the Message of the Day in a nice window.
The map.
Now this game engine doesn’t just come with any map … this map is cool.
The map surface is smooth scrolling … the basic interface is done with the mouse, right click on the object you want, select it’s menu, click the menu item you want. Nice and simple.
Feedback that is purely text based (such as a response message from an object) gets sent to the bottom pane where there is a big text box for such messages.
If you want to view the stats on an object, they appear in a pane on the right hand side for your viewing pleasure.
So yeah, things are being done. There is an impressive lack of hacks in this code… I’m making a real attempt to have things function the way they are supposed to without having to fudge around things that are broken or missing. This does slow development a little, but it’s worth it in the long run.
Where am I heading from here… That’s a more difficult question.
First target will be to extend the service providing data to the map so that it pulls it’s data from the real database. It doesn’t presently because doing so requires some rewriting of the object classes, so they talk to the map in a way it can understand.
Then probably a signup system is needed… then a market interface, equipment interface, movement controls, city creation, city management, fight system … probably in roughly that order.
The market interface and equipment interface are currently planned to have some pretty nifty features, supporting drag and drop to simplify using them.
The bones of the storyline is also there, though it still needs some work.
Guess then next question is time frame. Short term I’m taking a break to fix some other stuff up, once that is done I should be back on to MM… how long that’ll take is unsure, but I will not be getting sidetracked from making this work.
If you sign up (there should be a little link on the side), you should be able to subscribe to this category … then it’ll email you if I post something interesting
Okie, ramble done … night all
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