I’ve finally taken the plunge and added a test version online. You can find it here: http://www.mrsneeze.com/witch/ Once I’d got the saved game sorted there wasn’t much more that I had to do other than upload it. Obviously it’s very rough around the edges and really there’s not much to do yet, but the longer
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Saved Games
Getting saved games to work raised some interesting problems, which I’ll go over here although not in a great deal of detail as it could get to be a very long post! Checksums When loading a saved game, I want to know if it was tampered with. This is to avoid cheating – in that
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Progress Report – Moving Towards a Release
I think it’s perhaps time to take a step back and see where I am. Current State So far I have a basic shell of a game: The main game loop runs and updates itself based on the current state. A web page shows the current status of the game and you can choose a
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User Input – First Steps
What I have so far with React and Kotlin is entirely passive; the game just runs and there is no way to control it. Today I thought it was time to get the first bit of user input – selecting the current player action. Design The first step here was a simple design: I wanted
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Laying out the Resources Window
I’ve been thinking about the layout issues I mentioned in the last post so over the weekend I’ve been trying to fix the minor interface issues I mentioned in the previous post. Ordering the Items The first of the problems I looked was that the items were not always in the correct order. This is
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Creating the Resource List and Adding Icons
The whole point about the move to React was to make the pages easier to implement, in particular with regards to getting some icons involved. The plan in this post was to create a resource list of the player’s current resources, and then get some images attached to the resource types. Creating the Component Firstly
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Kotlin and React Progress
So the new year is upon us and it’s time I got back to this. I’ve been a bit distracted lately – Christmas and all that, as well as building factories in Factorio. This week I’ve tried to finish off my conversion to a React based interface. This has proved to be quite problematical, mostly
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A quiet week
I’ve not made much progress this week, but there’s always weeks like this. I’ve had an offer to make icons for the inventory, and so I need to look into how I can sort out the UI so that I can add icons. Kotlin itself doesn’t seem particularly suited to web page development directly –
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Unlocks and Modifier Technical Design
Once I’d got the basic design down for unlocks and modifiers, the next step is to figure out how this is actually going to be implemented. The idea here is that we have two aspects that are technically separate: Things that can be unlocked (Spells) These cost resources These take time to unlock When unlocked
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Action Modifiers and Spells
Having done a technical part of the project with the web workers, it’s about time I started to think about the next steps of the design. Long Term Goals and Current State In an idle game we really need these features in terms of gameplay Gather resources without action from the player Possibly interactions with
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