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Author Topic: LotGD Rewrite (Daenerys) Weekly Updates  (Read 15055 times)
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austenmc
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« Reply #30 on: June 28, 2016, 02:51:36 PM »

Daenerys (LotGD Rewrite) Not-So-Weekly Update 6/28/2016

Progress
@eliwood's finished a basic battle system, complete with buffs. He also put up a basic web version of the game, complete with GraphQL API for headless use. There's not much there yet, but we're making progress here.

I built a sample crate and wrote documentation on how the pieces of the system fit together. I also built a command line tool, daenerys, to help with administrative tasks, like installing new modules.

Heroes
No heroes this time around Sad. Still hoping for more community engagement. We've identified a number of starter tasks, some of which can be completed even by programming n00bs: https://github.com/lotgd/core/issues

Next Month's Goals
Get a basic game loop running inside the web interface, allowing a logged-in user to navigate through a world.

As always, you can check out the state of the world on github: http://github.com/lotgd/core
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WereMagi
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« Reply #31 on: June 29, 2016, 08:17:07 PM »

*rises at the mention of Programming N00bs*

It's time for me to build some confidence! Maybe... Breaks over now for me so it's back to Uni, we'll see how much time I can spare.
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austenmc
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« Reply #32 on: June 29, 2016, 09:54:27 PM »

Try something like https://github.com/lotgd/core/issues/34

Send me your email address and I'll add you to the slack channel, that way we can chat if you run into difficulties.
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austenmc
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« Reply #33 on: July 28, 2016, 10:01:16 AM »

Daenerys (LotGD Rewrite) Not-So-Weekly Update 7/28/2016

Progress
Good progress this month but not achieving our goal for the month. Got sidetracked by some refactoring which needed to be done.

@eliwood and I decided to split the existing web code into two parts: one API piece (http://github.com/lotgd/crate-graphql) and one client piece, written with React+Relay, to read the API (http://github.com/lotgd/client-graphql-www).

To kick the tires on the module development infrastructure, I built what is our first real module, Dragon Kills (http://github.com/lotgd/module-dragon-kills), which enables tracking of DKs. This is part of the core in the legacy codebase, but were trying to make our core just the bare minimum needed for a text-based game.

While building Dragon Kills, we realized we needed a different method of specifying configuration options for things like adding database tables. Just last night we landed on even another scheme for this so will be doing some more refactoring.

To make testing easier, I extended the daenerys command line tool with a `console` option. This configures a basic game environment and then provides the user w/ a PHP prompt to play around.

Heroes
No heroes this time around Sad, though BlackScorp did join the discussion on Slack. Still hoping for more community engagement. We've identified a number of starter tasks, some of which can be completed even by programming n00bs: https://github.com/lotgd/core/issues

Next Month's Goals
Still need to get a basic game loop running inside the web interface, allowing a logged-in user to navigate through a world.

As always, you can check out the state of the world on github: http://github.com/lotgd/core
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« Reply #34 on: August 12, 2016, 11:21:19 PM »

I'm still brand new to this style of coding but when I learn a bit more I definitely want to try and help when I can.

I don't want to see this style of game die, especially LotGD, or in this case LotRD?
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WereMagi
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« Reply #35 on: August 13, 2016, 05:01:14 PM »

1 or 2 more months and I'd have finished with my diploma and also have moved out and be free from distractions and I'll be lending a hand.

Just wondering, with how modular with how Daenerys will be, could we see tools that will allow GMs to make D&D styled gameplay?
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Eliwood
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« Reply #36 on: August 15, 2016, 10:59:11 AM »

The plan is to provide a scene based structure (you click on an action point which changes the scene for the user, displays the new scene with new actions) and a few basic tools (messaging, character management). All else should be achievable by modules. It certainly still needs work, proper hooks, etc, but yeah, D&D styled gameplay should be possible - as long as it it adheres to this simple scene based framework.
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Daenerys LotGD-Remake using PHP7 and a modern, headless approach.
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« Reply #37 on: August 16, 2016, 02:03:52 AM »

Interesting... I know a large amount of Board Game players that dislike travelling long distances to play games, so a flexible framework like this could take off well when such mods are made.

But that's of course once the core LotGD experience is ironed out and everything.
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« Reply #38 on: September 16, 2016, 11:31:11 PM »

Daenerys (LotGD Rewrite) Not-So-Weekly Update 9/16/2016

Progress
Kept putting this update off until we finished some of the key game elements, but
now I'm ready to share.

First off, this update marks the fifth month since @eliwood and I joined forces and
restarted our respective re-writes. Hooray!

I'm also happy to announce that the code now supports a basic game loop and the first
LotGD scene has been written, the Weapons Shop! Check it out at
http://github.com/lotgd/module-weapon-shop.
It includes unit tests, and the process of writing them established some patterns we'll use on all modules.

@eliwood finished authentication support in the GraphQL crate. It now supports
usernames and passwords, with oauth support coming later.

Heroes
The hall of heroes is collecting dust. Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

Next Goals
We still need to get the game loop running in a web interface, and not just the
command line. We also need a way to expose the additional interfaces provided
by modules to the GraphQL API.

I'm going to build a quick scene editor, so admins can stitch together a "map" of their
realm on the command line. Web interface tools will come later, for sure.

As always, you can check out the state of the world on github: http://github.com/lotgd/core
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austenmc
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« Reply #39 on: October 30, 2016, 02:50:54 PM »

Daenerys (LotGD Rewrite) Not-So-Weekly Update 10/30/2016

Progress
Seems like @eliwood and I took somewhat of a hiatus for about a month, but we're
back in the swing!

We want the management of locations within the game, which we call scenes, to
be easily editable by admins. Imagine a tool that visualizes the connections
between different places (like the Village and the Forest, or between different
villages). Up until now, the code only supported having one "from" place for
every scene (one parent if you will), but now the code supports multiple "from"
places. For example, the same Healer's Hut can be reached from the Village or
the Forest.

With this addition, I also built a command-line scene editor which allows easy
editing of which scenes are attached to each other.

@eliwood finished GraphQL API support for taking actions and moving between scenes.

I also helped @Talisman write a conversion script to port over the downloads from
the existing forum to a newer version of SMF. We'll see if we can get this working
soon.

Heroes
The hall of heroes is collecting dust. Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to add a
    script to support https via Let's Encrypt to our http://code.lot.gd instance.
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
We still need to get the game loop running in a web interface, and not just the
command line.

I will probably work on getting a basic mobile app set up to navigate through the
scenes.
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austenmc
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« Reply #40 on: February 23, 2017, 03:03:00 AM »


Daenerys (LotGD Rewrite) Not-So-Weekly Update 02/23/2017

Progress
Good to be back for an update after many months! I've been sidetracked on a politics app project recently but @eliwood has made great progress.

The web client can now display scenes, create characters and take navigation actions between scenes. It's almost a playable game!

The core and the web client also support multiple characters per login, since many users want multiple personas on a single server.

Here's a sequence of screenshots of the web client:

https://imgur.com/gallery/DOaGw

Heroes
The hall of heroes is collecting dust. Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to add a
    script to support https via Let's Encrypt to our http://code.lot.gd instance.
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
Some of the piping we're using to move data around the web client is kind of clunky. @eliwood will look into replacing it.

I will probably work on getting a basic mobile app set up to navigate through the
scenes.
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Eliwood
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« Reply #41 on: March 14, 2017, 06:19:04 AM »

Daenerys (LotGD Rewrite) Not-So-Weekly Update 03/14/2017

Progress
We've managed to wrap up the pre-release version v0.2.0-alpha. There are quite a few updates from different packages:

  • lotgd/core now has a basic Permission framework. Additionally, we've reworked the way scenes are connected to each other to be more explicitely and more intuitive. This change also allowed us to introduce ActionGroups properly.
  • lotgd/crate-graphql was updated to properly support the new connection api. Furthermore, the graphql scheme was reverted so that query.user.character is not a graphql edge anymore, but again a simple list of characters. Switching from relay to apollo on the client side gave as here more freedom in how we approach the graphql api.
  • Both example modules used to showcase our client, module-village and module-scene-bundle, have properly been updated to support the new scene connection api
  • lotgd/client-graphql-www has been reworked while switching from relay to apollo. We've cleaned up the code. The login-state and the selected character are now kept in LocalStorage, thus refreshing doesn't clear all the states anymore. Furthermore, instead of css directly, we now utilize a css preprocessor.

Please note that this pre-release is not ready for production. Currently, there is no control if the user doing the mutation is actually the owner of the character.

Heroes
A big thank you @grrrilla_ninja who has copied MightyE's weapon module and converted it to Pegasus' armor module. He is also a great help in giving input for the story for the main server. Some thanks also go to @pharis who gives us input in our slack channel.


If anyone wants to help - Come join us! As always, there are
starter tasks, some of which can be completed even by programming n00bs:
https://github.com/lotgd/core/issues

There are also a few roles available if anyone wants one, some more accessible
than others:

  • Server sysadmin for our DigitalOcean instances. We need someone to add a
    script to support https via Let's Encrypt to our http://code.lot.gd instance.
  • Scene coder. Someone to help port over the key scenes (like village, inn, etc.)
    to our new formats.
  • Fantasy writer (non-techncial). Once we get the code done, we need to create a compelling story
    to attract players. I have some ideas but it would be helpful to have someone think about
    this more extensively, write up a story line, non-player characters, etc. Inspire us
    to finish the code!

Next Goals
Now that client/crate and core are running properly, we start to improve in different areas to get to a minimum viable version. This includes proper api protection against unauthorized access and more modules to emulate typical lotgd game flow.
« Last Edit: March 14, 2017, 08:19:45 AM by Eliwood » Logged

Daenerys LotGD-Remake using PHP7 and a modern, headless approach.
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