I am looking forward to vocalizing the scriptures in the game. I already have a template set up for that, and a few friends help me in choosing the ones to put forward. It is just something to focus on while progress continues in other projects meant to go into the software.
In the past month and a half, I have placed a lot of emphasis in learning the Spring framework. It houses a LOT of content for making server software. Thanks to the tech support of JetBrains, my copy of IntelliJ finally works with Lombok. IntelliJ is the main software I use to make Java software. Lombok makes work shorter to code, since it can take care of some simple items. “Getters and setters” come to mind, which basically share the values from one part of software with another independent part, so they may successfully co-exist. WebFlux seems like the next big thing coming from Spring. It handles Internet communication very efficiently. Amazingly, it still runs fine on this very single-thread “computer in the Cloud” that sent you the page you read now, but its real power comes from how it works with two or more threads. If you ever build a computer, you may know something about how one “core” of a computer’s brain usually equals to one “thread”. I still have testing and adjusting to finish before I can introduce the saving of progress for a player. Single Sign-On still remains on my plate, but I am not sure how to accomplish that yet with my game and the Desktop systems, including Windows, Linux, and MacOS. (I will be a rebel and use a capital M!) Nimbus looks like it might do the job, but I really need something from Spring Security. Finally for this subject, I consider the Apache Cassandra database for the server software because of its compatibility with WebFlux. It closely offers almost all of the benefits of MongoDB, but it highly resembles SQL in its approach to retaining info. It would potentially store the progress data.
As usual, my level of success with Blender and the 3D models for Saphirel and Sylveria stay at a slow pace. I communicated with the author of Auto-Rig Pro, and he gave some guidance on how to deal with the character rigging, which mainly resembles a human skeleton. I purchased access to an online class from Udemy, aiming specifically to aid my knowledge and understanding with Blender rigging. The legs on Saphirel do not lay straight as of this moment of writing, but I just basically need to tweak the properties a bit.
The Android download has the most recent game update. The Desktop builds do not yet offer the most recent update. It just primarily addresses the fading in and out with the ability buttons in the bottom right of the game’s battle screen. Progress with the cycle mostly hinges on how the server software does at the moment.
Thanks for reading!
The Project Download page now has updated files. This version contains graphic tweaks and bug fixes. Cycle 5 still continues.
I have not found a solution with Google yet that would allow for free downloads of save files that affect all platforms. It seems to extend to Google’s Play Store only. The same seems to extend to Apple’s App Store, even though I am not supporting it at this time.
The best solution so far would apply to saving progress online upon this very server. While I do not intend on forcing the feature upon anyone, it would prove as a nice thing on my side if I do not have to write the same thing multiple times. If I can, I try sticking to the old Java motto of “Write once, run anywhere”. Spring appears to offer a solution in that regard. For privacy reasons of anyone involved, I heavily prefer to NOT store any passwords or other touchy items on this server. Instead, I would like to use “tokens”. As an example, the concept includes that a person already logged into a Google account would automatically gain access to saving game files. It would still require permission on a player’s side to even allow such a thing. In the example, Google asks the password, not this server that sent you this page you now read. OAuth 2.0 seems to support that, and Spring makes use of that advantage.
On a different topic, I have been making good use of AutoEye and Auto-Rig. I will probably show off some work in a future update. I need to learn a bit about “censorship” for the female models, so I am working slowly in that area. The idea still focuses upon capturing images from 3D and then introducing them into the game environment as 2D. LibGDX excels very much with 2D stuff in that regard.
Again, thanks for reading!
Yes, it is another release! While the Android build can be found by clicking this site’s Project Download button above, I will re-post it:
For Android on Google Play
That is right! It is not in Beta Status! ( … Like I really knew what you were thinking, right? After all, this is just text.) I did not reach all the goals for this cycle of builds, but this consisted as one of the main ones. It stands sort of as the shining “prototype” of all my efforts for this round, but what about the other major one I finally got into?
AppImage! This stuff allows a full slew of files to finish their normal business, but it packages them all into a single file instead! It kind of works like a Windows .EXE file, yet it has none of the .DLL mess that goes everywhere. While an AppImage can possibly work with MacOS, my build just functions on Linux. For those of you with Linux, the normal rules apply for making something correctly run in your preferred environment.
The other star of my show goes to the “Ability Test” buttons in the bottom right of the game-screen. If you press a button about two to three times, it will come up with a random animation of something likely pink or blue with a slight touch of electricity. Clicking a button repeatedly will only affect that particular button and not any of the others. I might add more powerful abilities during one of the animations, but that leads to my final point…
The “game” still does not play much like a game. I keep adding pretty stuff. While putting in “damage numbers” remains quite easy, I would like to do much more than simply that. I am also still messing with the temporary file-saving. I have gotten to the point where the app does not crash or lock up on any device platform when saving. However, since battles now pick up where they left off, the game may continue straight to a completed battle and just stay there. Thankfully, because the software still lets you mess with the various features and animations, I decided anyway to push this release. (I like the word still, especially with italics.)
I hope you enjoy my work, and as usual, thanks for reading!
You can access the “Beta Testing” version of the project by the following link:
The game has not approached “true” beta status, but instead, it shows the reflection of safety found in Google’s protection of its customers. Normal searching through Google Play will not find the software, because it remains un-finished. While my description of the software on Google Play lacks much in detail, that should alter after Cycle 4 wraps up.
I must admit, I have a lot to learn when dealing with 3D graphics. I have maintained a balance between coding the game and learning the intricacies of Blender. The picture below shows the head I continue with in my practicing. The source originates at Blender Market from BGShop.
Yes, the single “hair strand” looks funky! Apparently, changing the structure of such a “bezier” shape requires a bit of setup. I have not finalized the decision, but I might make the cartoonish hair unique to Sylveria and realistic hair representative of Saphirel. It would serve the purpose of learning.
Finally, my most recent progress furthers with adding special effects to the ability buttons. Since I have limited resources when concerning “screen space”, I wish to add more flair that contributes to a player’s button choices. Also, if you desire, you can find the current selections of music by pressing the Pause button located in the lower-left of the battle screen. This option reveals itself when playing the game, of course.
Thanks for reading, and I hope you have a good day!
The Android build now comes in two separate files: the main file that launches everything and its expansion. I added support to the Android side for properly recognizing the expansion file, which holds collections of both animations and sounds. Google places limits on an app’s size, but for the game, the available space remains fine.
Google provides a “Downloader Library” that intelligently downloads the larger file. I presently need to include that library as a core part of the software. It stands as my next goal to achieve.
I also spent some time scoring progress with Blender as well, but I honestly have quite a distance to go. As just a test, I was able to take the items below…
… And make them into this image below.
The second image looks more realistic with the lighting, but it comes at a cost of the flat circle’s original details. While I am not currently sure how to mediate that problem, the modifications for the change consisted of black, white, and various grays. I thought it might look weird if I made hair glow like the sphere in the pictures. Anyhow, these make up some of my hobby’s results.
Thank you for your spent time.
I have successfully added the ability for this project to communicate with the Android operating system for handling phone calls during a battle sequence, among other things. I will most likely need to adjust the code in parts as other features get smashed cozily into the project, like upgrading characters and roaming the insides of an explorable level. I still need to add a Button to the “Sound Test” window, which will probably under-go a name change, for erasing the temporary “save game” that gets created after the software commits to an exit or pause. For the moment, the battle sequence continues properly beyond just when interrupted.
In further regard to Android, I have to move a bunch of the visual resources, like explosions and music, into a separate file for downloading, so that the primary file will remain small enough for Google Play. For this project’s size, Google Play allows the storing of a “relatively” large amount of resources into a secondary object, which they call an APK Expansion file. However, the main file, which focuses on the contents that fuel the core of the game’s operation, must maintain a small size limit just below 100 MB. While LibGDX makes the process easy for adapting the APK Expansion file to the Android side of the software, I personally require learning new things, so that this project can understand what the insides of an un-compressed ZIP file looks like, which mainly makes up the Android packages.
Anyway, I have lots of ideas, and on this particular Cycle, I desire to develop mainly visual art. Since I have not recently exercised that muscle, I aspire to adjust a 3D model through Blender. You can view the link I am working with HERE for learning the creation of hair in this portion of my journey. I never before thought that “bezier curves” could serve something in a way so interesting!!!
Thanks for your time!
Everything I can think of that I set out to do for Cycle 3 has been completed. As part of the transition to this next Cycle, I again will need to gather what core points I would like to focus on. While last Cycle included the addition of Android support, I still need to add the feature of pausing for when the Android operating system calls for it. The “Pause” button in the bottom left of the game itself allows the player to manually stop the game action and allows for the experience of a few upcoming features. However for example, if a phone calls happens, the game will effectively crash on Android. To my knowledge, this does not pose as an issue on desktop and laptop systems.
I would finally like to focus on art somewhat. I have some resources for transitioning 3D resources to a 2D model. I take this path, because I am not completely fluent with human anatomy. By keeping with a 2D environment, older devices should still maintain reasonable gaming performance.
I would like to put together a skeleton structure for adding upgrades to characters. I originally intended on using the ‘Gleaned’ music set for this purpose. I desire a relaxed aria for a moment of strategy. This music set rests as available when the “Pause” button in the bottom-left corner inside the game becomes pressed.
I also want to build the beginnings of random story encounters. Key events of the story line will remain the same, but battling “story bosses” would influence the story in different array of ways. I may also take a similar approach with potentially hostile environments, instead playing out a bit like a board game with the advantage of real-time elements. In a standard table-top game, each player must wait for his or her turn to participate.
Several other items need reviewing. While the details listed above in this post will likely survive to make Cycle 4, I must also consider the possibilities of other issues. The toughest barriers to progress this last Cycle included revising limitations in the code and the previously thriving need to focus on school. At least for now, school no longer demands attention. Updates to my goals for this project reside in the Airtable chart, which pulls up from the “Progress Status” button found at the top of this page.
Thanks for your attention span!
I am satisfied with the level of protection on the software for now. Everything seems smooth so far, and I have yet to find a bug with it. The tech support at Allatori performed very well at their duties as I requested help.
I will need to post the ready results of Cycle 3 on this site and update the Licensing page for the new songs. I eventually need to also add the licensing details into the game itself, since the project presently stands mature enough. While I intend on posting the MacOS version, I can not presently test it. The Android version of the software will initially arrive on this site and remain available for a time. My intent includes placing the game on Google Play, but the current file size limit on that service requires that I delay that action for the moment. I need to break up the game into smaller pieces for a more gradual process of downloading, which I will likely initiate sometime in Cycle 4’s middle.
I would like to entertain more the thoughts of enhancing the art in the game. The Saphirel and Scorpibot animations carry an age that approach the length of a decade. It is time for some new stuff!
Thanks for reading!
I have finished the basics that I required for this Cycle. I still need to run the code through Allatori to see if that properly works. It has been a fun and long run these months, but I am ready to move this project into different directions. I have graduated school, and I need new direction for myself as well. Hopefully, this testing process ends soon.