I finally can acquire an “ID Token” safely through OAuth 2 when a person logs into Google through the game. The process seems to verify just fine, and no vital information gets revealed to me or others, apart from what a person already may publicly show from their account. The initial plan includes to use Google’s security as a platform for the game. If any financial transactions may occur, it happens through Google.
I need to route the log-in information from the game to a backend server on this web site for the purpose of knowing when a person actually logs into the game. This should open the possibility for multi-player gaming in the future. I possess the basic knowledge of setting up Spring for creating the server software. I already have working code ready to go for a skeleton of sorts, when I begin modifying it. I would like to return to updating the game’s graphics after passing this achievement.
I updated this site, so that it can handle security for the REST architecture. My purpose includes ensuring that all information remains confidential, even if nothing potentially dangerous crosses the Internet. Also, Google requires it for communication between their side and this web site. I start at this point to integrate a bit of REST into the game, so hopefully, the next portion finishes soon. If everything works well, maybe I can share the results of my progress with the LibGDX community.
Thank you for reading.
I am dropping most of my efforts on the game to focus on server software. I do have an alpha version in development. An older and testable variation remains available to you if you have an Android device. You just need to sign up for the Android page’s “beta testing” feature, which you can find by either clicking on this site’s Project Download section or visiting the Google Play app on your phone or similar. Searching for “Sylveria” should be enough in Google Play. If you press the “Pause” button in the battle scene, it will cause the game to become un-playable in the testing copy. I mostly fixed this in my own current version, but I still have things to correct.
The game now allows communication with Google for basic account authentication, but it does not presently offer anything for game play addition at the moment. Separation exists between the log-in screen and the battle scene part, so that I can attach better design for allowing more choices later. The Ability Test buttons presently cause damage, activating even greater values when a button “animates” with pretty graphics. I plan to release another demo set of software soon. I look at JJWT to transfer Ability Test button stuff with the server software. Cycle 5 will end when that successfully happens.
I previously modified an OAuth2 Client for communicating with just Google’s Cloud stuff. However, I decided to add a software library instead from MrStahlfelge on Github. His “gdx-gamesvcs” repository basically includes the same client, and it also offers integration with Google Play Games Services. While I need to focus on saving game progress in the future on my personal web server, using the Google Play Game Services entails my desire to enable Events. I think this could allow a game a form of occasionally checking in on the status of an online economy. In going through this avenue with Google, I also do not have to save sensitive passwords on my server. I plan on requiring a Google account in order to obtain benefits from the online server.
I still push forward in the area of MongoDB. I have the full code setup for the server software on that end. I think I need to learn more about the Spring WebFlux version of MVC. I need to make a structure that will interact with it for the purpose of at least saving game progress.
Decorating the Saphirel and Sylveria models goes extremely slow, because mainly, I give attention to the game code. I finally acquired a Blender add-on for designing clothes. In all, I believe I should attend to the eyes, the skeletons, and the clothes for now. I intend on drawing bots after finishing with that chore.
I debate on how to address fiction within the game. I believe that J. R. R. Tolkien contributed a lot of his life’s work to his Lord of the Rings series. If anything, it lead to a modern gaming industry based on some of his imagined world’s lore. I know this project may seem to possess similar origins to Aetherlight, but I have no wish to compete with them. I grew up, loving the concept of Japanese mecha. At that point, the two games divide.
I start to address battle abilities for ScorpiBot and Saphirel to pass the time. Hopefully, the next release carries a few of them. In that way, the game will not just have each waiting a few seconds to smack each other. I think I will add an Abilities button to the future welcome screen, becoming necessary to choose something before granting a battle opportunity. After that, I would like to add a choice of distributing experience.
Thank you for taking your limited time to read this!
This release mainly targets the vocals for the Proverbs scriptures. The music collections have slightly changed. As usual, you can find them after you press the Pause button, located in the bottom-left of the screen. Saving the progress of battles finally works in a correct way. NOTE: If you have tried a test build before, the “first” battle for this version will play the old way. After that, battles should normally perform in the pattern they should. If either Saphirel or ScorpiBot run out of health, the next game’s start will begin a fresh battle to experience. You can find the downloads by clicking on the Project Download button above.
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!