Finally!
Well now… Network is switched over to a new framework/stack and is 100% 64bit! yay! BASS sound system fully swapped to a new system and is in 64bit. This new system will start out with 16 channels, but I will eventually cap it at 128 channels only due to the sheer amount of SFX I am anticipating.
At this point, the client infrastructure is complete. As you can see in the image below, the client is only 1.5 MB. You can see the steam api and itch files, plus the Assets folder. Not too shabby.
Now I can concentrate on the server side. Speaking of which, the network portion of the server side is almost complete. I have some message handler hooks I need to wrap up. Then the server side steam integration then database integration. After all of that, then it is time to build the tools (map editor, class editor, account editor, character editor, etc.
Huh! x2
oh wow, I have not posted in a little while.. well huh… what has changed… ….
The client is restricted to Windows 10+. The client is… 64bit. And… it is now fully integrated into Steam. Yay! Well.. not Steam Deck.. however, Steam on Windows!
Things I am working on:
I am working on replacing the BASS integration with WinRT so there is no need for even more dependencies to deploy. I am also evaluating the network swap out so that networking works properly under 64bit.
Once the above 2 are finished, they will neatly round out all of the client side infrastructure stuff. This means I will then be able to return my attention to the server side as well as working on some custom tools for the game.
Huh!
Working on the client side and server side almost side by side.
Client side is in a dialect of Basic while server side is C# with mySQL for the database. Most of the scaffolding has been completed for the client side. Language, github for versioning, itch.io integration with butler scripts, hooks for Steam integration. DirectDraw/2D has been integrated, code only winsock (no activex, installations, etc). BASS integration is complete for music and sound fx.
I totally forgot how old languages/tools have squat when it comes to things I am used to in Java, C#, etc. So… I wanted some kind of consistent UI. Thus a.. “Theme” type engine support to keep things sort of looking okay. However, I am more of a.. get things working first then make it look pretty, kind of developer.
All of the above for client side is the core building blocks to build from. Next steps are the tools. Editing classes, npcs, maps, etc. These will be built as needed. The first build will allow character management and once you pick the character to use, you will be shoved into the game with only a … chat window.
This will demonstrate networking and interaction between players.
To get to that point, there is still the “fun” stuff such as all the server side coding, database fleshing out, purchasing and setting up the proxy hosting, game server hosting, database hosting. All of that fun stuff. All infrastructure stuff.
First post, yay!
Okay!!!!!!
Hello everybody! This is my first post for this mmo. This is a simple, somewhat generic FREE mmorpg for the Windows OS only (at least for now). I will be developing via itch.io and also release on Steam once I get some integration worked out on there.
This MMO is more of a quick and dirty and see if I can do it with some old school tools. More or less mimicking a mix of Final Fantasy 6 and Zelda 3 (Link to the Past).
I will be enacting the release early, release often methodology. So you will see the game grow from the very beginning.