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lugdunon
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« on: July 13, 2013, 07:11:32 PM »



Lugdunon is an HTML5-based 2d multiplayer RPG / sandbox / game editor all rolled into one. It is geared towards allowing players to run custom servers with campaigns and adventures of their own, or others', design for themselves and their friends to play. With that in mind, the server is freely downloadable and is written in java. The client is designed to run in any modern browser with HTML5 support; this includes Chrome, Firefox, and Safari. Mobile versions of these browsers are also supported, with enhancements to the form factor coming soon. Support for IE is forthcoming.

The majority of the pixel art at the moment is original art, with some remainders derived from the excellent stock at opengameart. We have hired a wonderful pixel artist who has been working hard at producing original art.

We have been in development for almost two years (as of 04/03/13) and just recently hit beta / early access. The pricetag at release is set for $15, but during early beta, the game can be had for $5.

Features Currently Complete

  • Canvas 2D Context Renderer
  • Layered Terrain
  • Terrain Elevation
  • Chat / Command Console
  • Instancing
  • Melee Combat
  • NPC Dialogue
  • NPC Loot Table
  • NPC Behavior
  • Quests
  • Character Advancement
  • Inventory
  • Containers
  • Crafting
    • General
    • Smelting
    • Blacksmithing
    • Carpentry
    • Cooking
    • Alchemy
    • Arcane Research
    • Goldsmithing
  • Farming / Resource Gathering
  • Dynamic Lighting
  • Day / Night Cycle
  • Sign Editing
  • Client-Side Macros
  • Terrain Layer Painting
  • Terrain Elevation Editing
  • Basic NPC Editing
  • Crafting Recipe Editing
  • Spawn Placement and Configuration
  • Mod Support
  • Metrics Gathering Subsystem
  • Keybinding Subsystem
  • Expandable Options and Settings Menus
  • Baking and Brewing Crafting Disciplines
  • Keybinding Setting Menu Item
  • Ranged Combat
  • Spell Casting System
  • WASD / Arrow Key Movement
  • In Game Mail System
  • Mini-Map
  • Vendors
  • Achievements


Features Still To Come

  • Particle System
  • Procedural Generation
  • Breeding / Taming Livestock
  • Biomes
  • Standalone Client
  • Player Created Vendors
  • Sign Editor Extension (Tombstones, and Others)
  • WebGL Renderer
  • Mod Loader
  • Weather
  • Quest / Dialogue Editor
  • Achievements Editor
  • NPC Equipment Editor
  • NPC Behavior Editor
  • Screenshotting
  • IE Support
« Last Edit: March 03, 2014, 09:53:11 PM by lugdunon » Logged
lugdunon
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« Reply #1 on: July 14, 2013, 08:08:29 PM »

July 15, 2013:

  • Added expiration to audio assets as they are pushed out of a channel.
  • Added a main player moved event API to the client. game.addMainPlayerMoveListener(listener) game.removeMainPlayerMoveListener(listener) and listeners implement mainPlayerMoved() function.
  • Added a removed() function to PlaceableItemInstances. This is called whenever a placeable item instance is removed from the client-side game world.
  • Added an audio emanator placeable item. This item will cause a sound to play on the client when the main player character moves within range.
  • Added two new houses and instance templates to match.
  • Fixed a bug in the /played command code that was referencing the current active character's name incorrectly.
  • Fixed an issue with the server hanging. IUpdateable.update() and CommandRequest.process() calls now have a hard limit of 2 seconds to execute. If either takes longer then it is prematurely terminated at the 2 second mark and a logging statement is issued to inform the server op of the condition.
  • Added ping.interval setting to world.cfg. This allows for custom ping times if the server operator desires. Value is in milliseconds. Default is 6000 (6 seconds).

Here is a sneak peek at the sound emanator in editing mode (it is invisible during regular gameplay). The large red circle indicates the falloff radius. Currently if the main player is within this circle, the sound will play, and will cease to play once the character is outside the circle. Soon it will get a configuration screen similar to the spawn editor to allow a game master to specify the sound, volume, and falloff radius.




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lugdunon
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« Reply #2 on: July 15, 2013, 08:43:18 PM »

July 16, 2013:

  • Added net.lugdunon.util.Math.distanceFromPlayerLocation(d) to client API.
  • Added abrupt, linear, and cubic falloff modes for sound emanators.
  • Fixed an issue causing chat text to not wrap (LUGDUNON-252).
  • Fixed length of chat input field.
  • Fixed issue with valid equipment check when attempting to place an item in an equipment slot (LUGDUNON-254).
  • Fixed an NPE caused when attempting to /warp in edit mode.
  • Fixed erroneous exp awarded notifications (LUGDUNON-253).
  • Added the ability to generate elevation data from images in the terraingen utility.
  • Added two carts (empty and hay-filled), several logpiles and sacks, and wooden dock placeable items.
  • Created the basic environment for the starter campaign.
  • Hammered out the quests for the initial quest hub (the family farm) with the help of Zippy.
  • Identified and logged 5 more issues with the help of Xavion.
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mason
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« Reply #3 on: July 16, 2013, 06:06:00 AM »

That editor looks pretty sweet.
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lugdunon
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« Reply #4 on: July 16, 2013, 08:54:36 PM »

That editor looks pretty sweet.

Thanks!

The final goal is to allow as much as possible to be edited from within the game client itself.
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lugdunon
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« Reply #5 on: July 16, 2013, 08:57:42 PM »

July 17, 2013:

  • Added isQuestItem and questDefinitionId flags to ItemInstance class.
  • Items flagged as quest items can't be moved to containers, or stacked with items of the same item definition that do note share the quest item flag.
  • Fixed duplicate character bug (LUGDUNON-255).
  • Added a PlaceItem metric. Tracks items placed in the game world, with separate stores for play and edit mode.
  • Added a notification (and exception server side) if a quest acceptance fails.
  • Added notification if moving an inventory item fails.
  • Added findEmptySlot() and countEmptySlot() methods to server-side Character class.
  • Fixed a bug that was causing a container dialog to appear when a GM deleted it.
  • Added newQuestItem() method to ItemCache class.
  • Added getItemDefAndStackSize() method to ItemDefinitions class.
  • Added a 'transient' metric value to the metricUpdated() method in the IMetricListener interface to allow for metrics to send data to a listener that isn't necessarily tracked in its store.
  • Added ItemDebit and PlaceableRemoval quest abandon conditions.
  • Added PlaceableRemoval quest completion condition.
  • Added PlaceItem quest progress.
  • Added waterfall and wave (ocean) ambient sounds.
  • Added initial quest giver at the family farm and implemented the first quest "Working on the Farm".
  • Added quest item indicator to inventory item icons.
  • Added hops seeds, produce, and placeable plant.
  • Added boats (they just look pretty and don't actually do anything).
« Last Edit: July 17, 2013, 07:56:02 PM by lugdunon » Logged
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« Reply #6 on: July 17, 2013, 07:58:17 PM »

July 18, 2013:

  • Added acceptance text to quests. In the even of an NPC trigger, this logs to the console as "npcName says: acceptanceText".
  • Fixed a bug that was causing the ! to show for a completed but not turned in quest on a quest trigger npc that was not also the resolver.
  • Fixed a bug that was allowing a quest to be completed at the trigger npc that was not also the resolver.
  • Allowed the live log console to wrap text.
  • When a new item is given to a player character, attempt to place it in the action bar before the inventory.
  • Filled buckets from quest flagged buckets are now flagged as quest items as well.
  • Emptied buckets from quest flagged buckets are now flagged as quest items as well.
  • Crafted items made from quest flagged items are now flagged as quest items as well.
  • Added advancementSatisfiesPrerequisites() method to server-side ICharacterStats class.
  • Default stack size to 1, not 0.
  • Added item crafted metric.
  • Added item gathered metric.
  • Added item looted metric.
  • Debit quest items to look in crafting block now as well.
  • Added craft item quest progress tracker.
  • Starting a quest can now grant advancements.
  • Added instance template and placeable item for Uncle Owain and Aunt Peru's farmhouse.
  • Removed all items from the default campaign character template.
  • Added Aunt Peru NPC.
  • Set the spawn point and name in the default campaign's world.cfg.









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lugdunon
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« Reply #7 on: July 18, 2013, 08:17:52 PM »

July 19, 2013:

  • Fixed an issue with incorrect quest indicators appearing for quest givers.
  • Added a drawIcon() function to quest triggers and resolvers.
  • Quest details will now show the person you must turn the quest in to in the upper left corner.
  • Fixed an issue with a persistent ws:/ call to an undefined server.
  • Moved available slot check when clicking to craft an item to the server-side.
  • Select the first item in the quest dialog on opening or updating of the list contents.
  • Lightened the link font color in the quest progress detail frame.
  • Added game.showRecipe(recipeId) function. This will show the recipe in the lugdunon.net cookbook in a separate window/tab.
  • Added client notification command. This will show a dialog on a specified account's client or all clients.
  • Added findAvailableSlotForItem() to the Character class.
  • Fixed some issues with npc defs and sprites.
  • Added a client side notification quest completion condition.
  • Redesigned the oven placeable item to correct (LUGDUNON-262).
  • Added candles to the default campaign character's action bar.
  • Fixed it so that digging up a fir tree drops a fir tree item, and not an oak tree item (LUGDUNON-263).
  • Fixed an issue preventing macros from being added to the action bar (LUGDUNON-266).
  • Fixed some dialog with the current quests.
  • Lessened the cost on creating metal rings and mail, so that it will be more economical to make.
  • Journeyman and Apprentice were swapped in the About / How to Play section of the website. This has now been rectified.
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lugdunon
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« Reply #8 on: July 19, 2013, 07:23:09 PM »

July 20, 2013:

Wrapped up 0.4.6 tonight and pushed out the build, full release notes are available here.

A quick highlight of the features that are new to 0.4.6 are:

  • Phase I of the default campaign is complete. Consists of 4 short quests that are designed to introduce several aspects of the game (planting, gathering, and crafting).
  • Ambient sounds implemented. This allows for placement, effective radius, volume, and falloff. A small example is located at the dock to the south of the starting farm.
  • Really fleshed out the questing system. Implemented a quest item flag, as well as crafting and planting quest objectives.
  • Many bug fixes and small usability improvements.

Here is a screenshot of the new starting area:



Items on tap for 0.4.7 include completing the ambient sound editor, and implementing a temporary guest login feature for those wanting to take a peek at the game but are not quite ready to register. Phase II of the default campaign should go in, leading the player to the regional capital and introducing them to combat.

For an added bonus I put together a

detailing an interesting aspect of the game: Campfires. Campfires can be crafted and placed by the user. They can function as a crafting station for the cooking skill and must be fed fuel to keep them going. They can also be extinguished with a bucket of water and will melt any snow that they are placed upon.
« Last Edit: July 19, 2013, 07:48:37 PM by lugdunon » Logged
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« Reply #9 on: July 21, 2013, 09:37:47 PM »

July 22, 2013:

0.4.7 Released!

  • Guest logins implemented.
  • Characters created with a guest account are not saved on logout.
  • Guest accounts can not be a game master.
  • Guest accounts can not be used to run a server.
  • Added several REST services to display certain metrics.
  • Added allow.guests flag to Server.cfg. Defaults to true.
  • Actually display server connection error reason to the client when one occurs.
  • Redesigned login dialog. now has three sections, one for guest login, one for regular login, and one for registration.
  • Added net.lugdunon.ui.Dialog.smallDialog() function for generic small dialogs.
  • On character select and server select screens, show guest account name as "Guest".
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lugdunon
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« Reply #10 on: July 22, 2013, 09:01:19 PM »

July 23, 2013:

  • Fixed (LUGDUNON-279). Items that are visible in edit mode only will not have their hitbox shown in play mode when /df hitBoxes is toggled.
  • Fixed (LUGDUNON-275). The player spawn has been moved from the world.cfg file to the instance.json file so that each instance defines its player spawn point.
  • Fixed (LUGDUNON-259). The advancement count in the player stats pane of the inventory dialog will now update to reflect and changes in the player’s advancements.
  • Added a listAudio() function to the AssetManager client-side class.
  • Added a net.lugdunon.ui.sound.SoundSelectorDialog class for the selection of a sound asset.
  • Added a net.lugdunon.ui.sound.SoundEmanatorConfigurationDialog class to allow game masters to configure sound emanators placeables.
  • Added an isGuest flag to the client-side PlayerCharacter class.
  • Guest players now have their name label text render in a light green to distinguish them from registered players.
  • Fixed a bug in the label class calling a deprecated function when the label color is set.
  • Fixed a bug that was causing input issues with the respawn rate input on the spawner configuration dialog.
  • Fixed the sound emanator defaulting to a sound asset that is no longer present. It now defaults to the waterfall sample.
  • Fixed beds a bit so that you can no longer walk under them. Still clips top of character’s head though.

Here's a shot of the ambient sound configuration ui:

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lugdunon
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« Reply #11 on: July 23, 2013, 08:33:28 PM »

July 24,2013:

  • Added game.getSoundVolume(), game.getMusicVolume(), game.getAmbientVolume() functions to allow for easy retrieval of volume levels.
  • Have several music tracks that need to be added to the sound assets.
  • Fixed (LUGDUNON-249). Character animations should now default back to the current orientation's idle pose.
  • Added a volume setting panel. Players can set master, ambient, music, and sound volumes independent of each other.
  • The smelting furnace now acts as a lightsource.
  • Completed some work on both the quests and world for Phase II of the default campaign.




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lugdunon
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« Reply #12 on: July 26, 2013, 09:20:32 PM »

July 27, 2013:

I have spent the last several (rather late) nights attempting to find a solution to a problem that has been sitting there, waiting to raise its head for over a year: what happens when a single server's assets are more than the localStorage's 5mb limit can handle? Adding music tracks finally pushed past that 5mb limit and things were dead in the water (or rather heavy on the bandwidth at least) until I could find a solution.

I spent way too much time attempting to get the appcache manifest system working, but due to the fact that assets in Lugdunon are loaded from multiple origins via XHR calls, there were just too many gotchas. I finally gave up after implementing the loading of the server's manifest through an iframe and passing the loaded assets to the main window (it was actually way way way more convoluted and cludgy by this point), only to be greeted by good ol'  DOM exception 18 when attempting to initialize the Environment mod.

I finally settled on using a combination of localStorage to cache only the assets that need loading synchronously (js, json, html, and txt) and offloading the heavier, and usually binary, items that can be loaded in an asynchronous manner (images, audio, css, etc). I also implemented the secondary, asynchronous store as an abstract model that can be swapped out for other implementations in the future. I do plan on implementing another for Safari using WebSQL over the weekend.

I should also add that this was my first time messing about with IndexedDB and I must say that it is quite nice, even if it is a little heavy on the callbacks. But hey, this is JS, and I should be used to that by now, right?

  • Removed spaces from crayon font name.
  • Added music tracks.
  • Fixed behavior of console toggling with input.
  • Fixed mousewheel input for FF.
  • Prevent storing of account-specific client-side variables for guest accounts.
  • Implemented a localStorage + IndexedDB hybrid client-side cache. Assets that can be asynchronously are stored in IndexedDB, while synchronously loaded assets stored in localStorage. The secondary store (IndexedDB) implemented as a pluggable module so that other solutions can be added later.
  • Added game.isGuestAccount() function.
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lugdunon
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« Reply #13 on: July 27, 2013, 07:42:04 PM »

July 28, 2013:

  • WebSQLSecondaryStore implemented.
  • Music implementation completed.
  • Instances can define music track listings and replay interval.
  • game.playMusic() now takes in an optional boolean value. If this value is set to true, and music is currently playing, the new track will take precedence. If false, the original track will continue to play undisturbed.
  • If an error occurs during initialization of the IndexedDB or WebSQL secondary stores, the default transient store will take over.
  • Added pushQueuedInputEvent(), and processQueuedInputEvents() functions to net.lugdunon.states.ActionBarGameState.
  • All queued input events are processed at the end of an ActionBarGameState.update() call.
  • Added net.lugdunon.input.InputEvent base class and net.lugdunon.input.keybind.KeybindInputEvent, net.lugdunon.states.modes.GameModeInputEvent, and net.lugdunon.states.tiledGame.PointerInputEvent subclasses.
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« Reply #14 on: July 29, 2013, 07:41:51 PM »

July 30, 2013:

  • Fixed an issue with input lagging on iOS.
  • Fixed an issue with placeable items retaining their highlight when a user mouses over a button.
  • Added red brick art assets.
  • Added gates, clay and stone resource nodes, clay bars, red bricks, gates crafting pattern, and red clay brick crafting pattern.
  • Coal no longer drops raw stone. Raw stone must now be gathered from stone resource nodes.
  • Added an input began boolean parameter to the manifestation handler on the client side. This is to allow the handlers to choose to ignore retriggered event calls.
  • PlaceableStateChangeCommand can now be triggered from the client. Requires that the item definition have the allowsDirectStateChange property set to true.
  • Range checks are conducted with the default value of 1 or the item definition's stateChangeRange property.
  • Added the FencingGateManifestationHandler to allow users to open and close gates.

Heres a little demo of a gate in action:

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lugdunon
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« Reply #15 on: July 30, 2013, 06:11:52 PM »

July 31, 2013:

  • Completed more work on building out the town of Bibracte.
  • Added north facing houses for each of the three small house styles.
  • Added a sand deposit resource node, and art assets.
  • Added a pile of sand inventory item, and art assets.
  • Added a pane of glass inventory item, art assets, and crafting recipe.
  • Added a wooden door inventory item, art assets, and crafting recipe.
  • Added a window inventory item, art assets, and crafting recipe.
  • Added a slate inventory item, art assets, and crafting recipe.
  • Added a crafting recipe for a small red brick house.
  • Fixed a few issues with the new resource caching code and playing music tracks.

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lugdunon
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« Reply #16 on: August 01, 2013, 06:24:20 PM »

August 2, 2013:

  • Added support for weapons to require reagents.
  • Added support for ranged combat.
  • Added four grades of bows (stone, copper, bronze, and steel bound). This includes art assets, items and recipes. Bows have a longer cooldown than swords and will not fire if the player has no arrows.
  • Added arrowheads, arrows, and linen thread (art assets, items and recipes).
  • Added getWeaponRange(), getWeaponReagentItemType(), and getWeaponReagentItemCount() to the server-side Item class.
  • Added the ability to configure item states (after placement) using the hammer tool. This allows for items (like chairs) to have their orientation configured by cycling through the placeable item’s state progression list.
  • Chair inventory item, crafting recipe, and art assets added.
  • Chairs now have four states (face left,right,up,down) and can be configured after placement.
  • Fixed current state of all placed chairs to “faceLeft”.
  • net.lugdunon.command.core.play.PlaceableStateChangeCommand can now be sent without a state. If a state is not supplied, the PlaceableItemInstance.evolve() method is called with the optional boolean set to true to force cycling.
  • net.lugdunon.state.item.action.configure.TraverseThroughStatesAction configure action added to allow state cycling by game master.
  • net.lugdunon.state.item.action.HammerActionHandler added to allow state cycling by player.
  • Wrapped updateable and command calls in main game loop with try/catch blocks to hopefully catch the exception causing a server to become unresponsive.


Here is a gif showing the configure process in action:



And here is a gif demonstrating ranged and melee combat:












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lugdunon
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« Reply #17 on: August 03, 2013, 08:12:49 PM »

August 4, 2013:

  • Fixed a bug with the FencingManifestationHandler ignoring grounding points.
  • Finished laying out Bibracte.
  • Added placeable items for a Manor House, Tavern, and Lamppost.
  • Consolidated all of the boat placeable items into a single item.
  • Fixed an issue that was preventing game masters from configuring certain placeable items.
  • Added oodles (bins, sacks, and awnings) of placeable items for markets.
  • Redesigned bridges to work with the new state configuration implementation.
  • Added railed bridges.
  • Flattened and consolidated existing bridges into a single item.
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lugdunon
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« Reply #18 on: August 05, 2013, 08:44:57 PM »

August 6, 2013:

  • Took delivery of chicken and pig art assets from Meagan. They are almost too cute to kill. Almost.
  • Added chicken NPC definition.
  • Added pig NPC definition.
  • Added a yard chicken NPC.
  • Added a farm pig NPC.
  • Added chicken egg, raw chicken, roast chicken, and feather inventory items.
  • Yard chickens drop feathers and meat when killed.
  • Updated arrow recipe to use feathers for fletching.
  • Added cooking recipe for roast chicken.
  • Added net.lugdunon.command.core.play.ThrowEggCommand. Throwing an egg onto the ground will sometimes result in a chicken spawning.
  • Added chicken coop placeable items, inventory item, and crafting recipe. Chickens will periodically lay eggs in an unoccupied coop. Players can then harvest them.
  • Added support for conditions to be placed on a placeable state's evolution. Currently the only condition in place is NPC proximity.
  • Fixed an issue preventing the elevation buttons in the terrain elevation editor from functioning under certain circumstances.
  • Added the Bibracte tavern's assets to the main build.
  • Consolidated the interior window placeable items.
  • Added a wall sconce placeable item.
  • Added a trestle table placeable item.
  • Added 'Ategnatos the Bard' NPC.



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« Reply #19 on: August 09, 2013, 09:23:33 PM »

August 10, 2013:

  • Added a secondary server: bibracte.lugdunon.net
  • Fixed a bug that was incorrectly debiting an item from the player's inventory in the event that the item cannot be placed.
  • Added a ladder item and carpentry recipe.
  • Fixed the placement range on houses.
  • Fixed character warping issue (LUGDUNON-282). Caused by oversight in instancing implementation whereby several categories of update events were being sent to all clients when they should only be sent to clients that have a character active in the instance where the event originated.
  • Fixed a terrain issue with Owain and Peru's house.
  • Lowered the opacity on the smaller UI buttons.
  • Implemented a second layer of caching in the AssetManager for images.
  • Consolidated shared sprite assets.
  • Added studded leather jerkin art asset and sprite definition.
  • Added leather pothelm art asset and sprite definition.
  • Added leather horned helm art asset and sprite definition.
  • Added plate pothelm art asset and sprite definition.
  • Added female human art assets and sprite definition.
  • Took delivery of cat art assets from Meagan.
  • Added kitties. rawr.
  • Added raw and roast pork. Raw pork drops from pigs, obviously.
  • Added recipe for roast pork.
  • Added a bare hands item. This item functions as both a tool and a weapon.
  • You can use your bare hands as a weak attack on NPCs.
  • Using your bare hands on a full chicken coop will reward you with one or more eggs.
  • Using your bare hands on a full yeast trap will allow you to collect the yeast.
  • Using your bare hands on a tree will give several sticks.
  • Using your bare hands on an outcropping of stone will reward you with several bits of raw stone.
  • Given the above assertions, players can now start from nothing and craft themselves more advanced tools.
  • Added an extra action bar slot for a mode's default action. This default action will be selected when no other action is and can't be altered.
  • Added new button facade graphics. In addition to looking cleaner, mutable and immutable buttons are differentiated by their border color (gold for immutable).



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