Had a dream about a fantastic idea for SRPG.
Woke up and realized it made no sense whatsoever.
Had a dream about a fantastic idea for SRPG.
Woke up and realized it made no sense whatsoever.
In the midst of putting together a plan for mobile/tablet device support. The game is already responsive, but there are input issues related to my choice of a non-standard text input field. There are several possible workarounds for that, but I need to make some key design decisions first (like whether the entire game should be finishable with mouse/touch only).
I would like to support phones, but tablets are the preferred mobile form-factor due to the larger screen size (supporting the side artwork panels on a phone is a no-go due to size limitations). Desktop will remain the primary focus.
Didn’t get much done today, things getting busy at work.
Changes & Updates:
Changes & Updates:
Changes & Updates:
SRPG can save, and in theory load, games. It’s a web-based game, so I’d like to take it a step further and remember the player the next time they visit the page (via a cookie or HTML5 local storage).
If the user is a returning player, they should be presented with a few options:
Now that I’m getting into the realm of storing data on the user’s behalf, I guess I’ll also need a “forget me” command somewhere to delete local storage data and cookies, resetting the game to its original state.
I’m also very tempted to include elements that progress/trigger based on the player’s absence, but I think I’ll have to pass on that, since it would break the seeded RNG.
Long day today. Home inspection and late start at work.
Learned how to do server-side processing (filter/search and paging) for the DataTables jQuery plugin. The documentation is pretty thorough, but it can be tough to find the terminology for what you’re trying to do.
Some notes for inventories. The SRPG inventory is very rudimentary right now (a simple list of objects held by the player). I need something a bit more robust, supporting the following feature set:
Abstract Inventory
This includes anything a creature (including the player) could be said to ‘have’, but isn’t a physical object. Hit points, gumption, parents, etc.
Concealed Objects
I made a post a while back about inventory/equipment slots (swords are held, hats are worn on the head, and so forth). Concealment follows the normal container rules. That is, a backpack would be an opaque openable container: objects inside are visible when it’s open, but hidden when it’s closed. Pants with pockets would behave similarly.
Accessibility
Touching other people’s belongings is rude, especially when its on their person. Not sure if this should simply be blocked by default or if it should lead to more interesting (but more difficult to develop) social responses.
Changes & Updates: