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!