Wednesday, May 1, 2019

Bare-Bones Server Online

I've gotten the barest of bones of a server built, thanks in large part to mud-pi which currently provides the backend. Much of the dev time so far has been spent re-vamping the server to use a more developed concept of a character, and to discard rooms and use Wayfarer's current data structure.

Succinctly, the game is comprised on an arbitrary number of space fields, which contain an arbitrary number of play fields (planets, moons, etc). Play fields are wrapped 2D maps that contain a list of their occupants (players, NPCs, vehicles, etc) and have a tile object for each coordinate pair. Tiles contain information about what is built on them, and also track their sector type. Sector types are the terrain type of the tile.

The game currently contains a 100x100 playfield, upon which sector types are randomly generated. Coordinates wrap, and resources are displayed (currently all tiles have placeholder resources).


I've used tkinter to output a bare-bones representation of what the map looks like. Colors are based on height, which is currently randomly generated.


Upcoming development work will center on the implementation of procedural terrain generation. This is expected to take some time.

Of future development interest is the question of whether tiles should track buildings, or whether buildings should be tracked at the field level. The original thinking with using tiles was that if playfields are sufficiently large and developed, it will be slow iterating through every building to see which ones are in range of a given player; however, if they playfields don't get this developed, then iterating over every tile in range of the player to check them for buildings will be more expensive. This will need some thought.

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