GSoC '19: Metal Renegades Multiplayer

wabadump

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wabadump

New Member
Contributor
Week 1

Blog Post

Tasks completed:
A basic world generator using mostly default facet providers from Core.

Currently working on:
Placing the dynamic city. Will need to make suitable adjustments to the generator.

Problems:
Biomes. Cannot find a suitable solution to get patches of grass randomly distributed throughout the world.

PRs:

In the weekly meeting:
The biome issue was discussed. Decided to move it to backlog and move on with placing the city.
 

wabadump

New Member
Contributor
Week 2

Blog Post

Tasks Completed:
Placed the city. Get the city centre icon on the minimap.

Currently Working On:
Getting the icon to hang on the border of the minimap when the city moves out of view.

PRs:

Weekly Meeting:
Discussed this week's progress and next week's plans. No major hurdles yet.
 

wabadump

New Member
Contributor
Week 3

Blog post

Tasks Completed
  • City centre minimap icon now clamps to minimap border.
  • Implemented a priority system for rail blocks
Currently working on
Connecting cities with rails

PRs

Weekly meeting
  • Decided to move the "Press e to cycle blocks" feature to backlog
  • Decided to extract a new AdvancedRails module from the existing AdditionalRails module when working on carts
 

wabadump

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Weeks 4 and 5

Blog post

Tasks completed
- Basic framework for roads connecting dynamic cities

Problems
- Huge performance hit as block placement is expensive
- Settlement boundaries are not well defined
- Buildings can be placed on roads

Currently working on
- Optimizing performance for road placement
- Add a custom rasterizer for MetalRenegades which would replace default generic roads with rails

PRs

Weekly meeting
Possible solutions to the performance issues were discussed. These will be attempted in the following week.
 

wabadump

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Week 6

Blog post

Tasks completed
  • Disabled Lakes and made other improvements to make road placement smoother
  • Created necessary systems and rasterizers in MetalRenegades to replace default roads with rails
Problems
- Rails don't connect properly at road segment boundaries

Currently working on
- Better rail connections between segments

PRs

Weekly meeting
Discussed possible improvements for Rails. Created the AdvancedRails module.
 
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wabadump

New Member
Contributor
Week 7

Blog post

Tasks Completed
- Created a new AdvancedRails module to store stable rail features
- Extracted Locomotive Carts to AdvancedRails
- Solved CombatSystem issue #33
- Added pistol and gatling gun prefabs

Currently working on
- Adding lootable animals

PRs
 

wabadump

New Member
Contributor
Week 8

Blog post

Tasks completed
- Completed killable animals that drop meat
- Add basic currency resource
- Add wallet UI

Currently working on
- Complete implementation of currency

Problems
- Came across many more networking issues with carts, like #47. Couldn't pinpoint their cause. More details are in the blog post.

PRs
 

wabadump

New Member
Contributor
Week 9

Blog Post

Tasks completed
- Started implementation of markets
- Added market UI and dialogue

Currently working on
- Connecting markets to the Economy module
- Post-transaction inventory management

Problems
- Syncing transactions and change in resources with the Economy module is a problem
- Specifically, the change in quantities of resources is never right

PRs
 

wabadump

New Member
Contributor
Week 10

Blog Post

Tasks Completed
- Completed market implementation

Currently working on
- Trading with NPCs

Problems
- Only resource names are synced with the Economy module and not quantities
- Blocks and BlockFamilies are not treated correctly

PRs
 

wabadump

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Week 11

Blog Post

Tasks completed
- Trading with NPCs completed

Currently working on
- Implementing fetch quests

Problems
- Found an NPE in the WalletSystem when connected as pure client. Issue #25

PRs
 

wabadump

New Member
Contributor
Week 12

Blog Post

Tasks completed
  • Implemented a basic fetch quest through the tasks module
  • Add a minimap overlay to show the target beacon
Currently working on
  • Fixing #25
  • Player item drops
Problems
- The same quest is given by all quest points, so "completing" multiple quests does't work as expected. If the player completes even one quest, the "return home" task in all subsequent quests is automatically completed. There needs to be some decoupling of quests.

PRs
 

wabadump

New Member
Contributor
Week 13

Blog Post

Tasks Completed
- Fixed the wallet NPE
- Added player drops on death

Currently working on
- Network issues with markets

PRs
 
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