First on the agenda:
Significantly more work has been done on the code. It is now up to a server/client system, meaning that it is now possible to play with multiple people. You can obtain it here, however, it's still not much to look at. However, it isn't all that's been done. I've been doing some secret stuff that I will be releasing shortly, but I'll be touching on that later.
Next up, I got to have a talk with someone in the games industry regarding the project, my code, where I should go with this, etcetera. It was enlightening. I'm not going into much more detail (I have my reasons, I swear), but suffice it to say that the project is definitely heading along the right lines!
Finally! As some of you may recall, early on in the concept stages, I had a minor rant about player freedom, amongst other things. You may even recall that at the time I said that I'd probably go with option B- lots of unique, individually characters with individual roles and abilities. You may have also noticed me mentioning that the Templars of Kayne concept has its roots in MOBAs, which have lots of unique, individual characters with individual roles and abilities. You probably realize from those last two sentences had something in common. If you're thinking that the secret stuff that I mentioned earlier involves lots of unique, individual characters with individual roles and abilities, you'd be entirely right. As I've been starting to code the characters, I've decided I'm going to try and keep this updated with character designs, reasoning for the designs, backstory tidbits, design philosophy, all that sort of stuff. So here's hoping!
EDIT:
I now realize I should have given more explanation on how to make the game snapshot work. Extract the folders, go into server/dist and run server.exe, go into client/dist and run client.exe, et voila! (You may also like to look at config.txt while you're there)
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