Sunday, April 19, 2015

Multiplayer Thigns

Well, I tried to make it a weekly thing.  And I failed.  And I'm sorry.

Not much has happened over past few weeks.  After I found that the storage site we were using would only let us store 1GB of stuff on it I told Conrad that I would look for an alternative.  I am now using the recommended Perforce client and running a server myself, but Conrad and I are getting the same timeout problem we were with Subversion.  So there's that. :/

On the actual dev side of things, I've been figuring out how to make multiplayer work because, for the most part, all of the remaining basic features will requre some sort of multiplayer functionality to work (turns, disaster cards[which happen in between turns], and some UI stuff).  However, I found that our entire character setup is basically wrong.  So I had to remake everything.  Then I came across problem.  As of today, I have posted my problem on UE4's AnswerHub and am waiting a reply.

So that is the state of the game.  Hopefully the next time I make an update I'll have everything in a more working state.

Friday, April 3, 2015

A POST.

Spring break is nearly over and this is the first post during that time. :/

Although not as much got done as I had hoped, some very important stuff happened:
  1. Unreal went free, allowing Conrad to go full-on dev.
  2. We (kind of) got a form of source control was set up, and although there is a problem with it now, it will allow us to practically work on the same project all at once.
  3. I got invasion practically done.  All that is left is to fix a bug or two.
Conrad has been great adding in details that I've been too busy with the main stuff to do.  He's added in better camera controls, foliage, a main menu, and some music (although that was mainly lost in the great source control calamity).
I, meanwhile, have been figuring out invasion code and trying to get source control working.  Speaking of which, I should explain why Mega-Risk didn't get a Minecraft-sized update these past couple of weeks.  It happened in an event I like to call:

THE GREAT SOURCE CONTROL CALAMITY
About a week after the last blog post, Conrad and I had finally got source control working via an online repository hosting site.  I had my project hooked up to it and all of my files were in there.  Conrad had hooked his project up as well.
Conrad had more changes, but the changes I had made were more complex, so instead of either of us merging the source control files with our (and thus wiping out all of our progress), we decided that Conrad would copy everything I had done into his project and then upload his files, which I would download.  I don't remember why, but Conrad ended up with a broken territory class.  We tried fixing the problem in a variety of ways, but they all made everything worse until Conrad's project was completely broken and he had lost a lot of his work, including the music setup.
Fortunately, Conrad had uploaded some of his entirely new files to source control and I had added them to my project.  Also, he had taked screenshots of some of his stuff and has been able to rework some of it from those.  Nevertheless, it took us at least five days to get to a point similar to before the calamity.

But despite that, I'm proud to say that I should have invasion fully functional by the end of spring break on Tuesday and I can announce the next version.

I might have made more posts since two weeks ago, but at the end of any one day it never felt like we got any concrete set of stuff added in and I didn't want to say something like "we mostly got this and that done, but it's not done yet".  

I realize I'm doing this here with invasion, but a number of things led to this today, including us having an actual meeting where we discussed things (:O), Conrad and I finally getting our projects synced and ready to source control again (once I fix an issue with logging in to the server), and Hank DLing Unreal (woo!).

I HOPE TO BE BACK SOON.