Sorry for the recent day of downtime, I went in to do daily maintance on this site’s VPS and I accidentally deleted some important files and brought some quite important processes and services down. It’s all fixed now and the site should be running just as smooth as it was before.
Moral of this story, even though backups may seem like a waste of time at first, they really save your ass when you need them.
What’s been done:
- Ripped up map system, enemy system, and items system and in the process of re-organizing it. My coding was too unnatural and inefficient. I found out how things can be over-integrated.
- Added Quest Data system
- Beginning Storyline is planned out (Have the secret documents hidden somewhere. XD)
- Fixed Equipped Items showing in inventory allowing for duplicates. Everythings referenced now.
- Built on my Fluid Object System allowing for totally dynamic items that can run their own sub-routines at certain insertion points (For example, when a player uses an item). Also a cache included for faster loading. This took some tie to implement.
- Ripped apart old Mysql item system for fluid system described above.
- Developed a container system for maps and enemies allowing for dynamic enemies and maps. Also using the cache system that the fluid item system is using.
- Did fully integrated battle system (Whole battle code takes about 120 lines to a simple InvokeBattle() function)
- Added Hospital system that you can use to heal or teleport to when you die (Of course there’s a fee!)
What to do:
- Add a bank system
- Start the maps (again)
- Fix up player.php page. It’s quite sloppy and unattractive.
- Fix some debris left by immense code ripping and re-organization.
Screenshot:
(Due to constant errors, a screenshot is impossible but here’s a placeholder!)

So, I’ve been working quite hard lately on Aneth and nearing almost 2 weeks of development. I’m planning on having a closed beta by the middle to end of march.
As promised in my 2nd to most recent post, I’m going to describe Aneth for you.
Description:
Aneth is a browser-based Multiplayer RPG game. My goal in creating this game was to take a new spin on the RPG genre, replacing the serious dungeon fighting with a more light-hearted approach. It does center around adventure, humor, and downright freedom (because of this, I am consoling to various of non-programmer social people to write scripts and storylines to get a variety). Yet, everything does have consequences, risks, and rewards. I’m not going to get into details, since I did not work them all out yet. I do try to immerse the play into his character as well, even if your character is of different species. I’m not aiming for this to be a kid-friendly game since to invoke freedom to do things like drug deal, rob an annoying shop owner, or worse (Yes, i said worse). It’s built in PHP, MySQL, jQuery, with an Apache server.
Anyways, this is what’s been done:
- Inventory System implemented
- User system implemented
- Maps implemented
- Equipment implemented
- Tutorial Hill map almost done
What’s to do:
- Finish Tutorial Hill
- Finish Combat system
- Work on next map
- Work on stats page
Screenshots:

Just a few concept stuff drawn in paint for blackseeds featuring collision detection and network design.


First off, I’m still working on Blackseeds just as I was. I have started a side project, a browser-based rpg called Aneth.
Not much to be said about it yet.
Heres a screen:

Wow, already Number 7? Sure doesn’t feel like it. A helluva lots been done though.
What’s been done:
-Extended custom physics engine to allow to make a simple character
-Camera class was added that allows the world to go beyond the viewport.
-Resolution-friendly. Run it super-high or super-low.
-Character Physics (REALLY needs an overhaul)
-Polygon based maps (Ineffient though, +1000 polygons could use a gig of memory. Not my fault HGE decides to use 1.2mb per primitive I draw. Might need to fix that later or make sure people dont go polygon happy).
-Simple map designer
-Saving and Loading of maps
-Parallax backgrounds of maps (layers scroll at different rates).
-Multiple textures allowed for each poly.
What’s to do:
-So much shit, I don’t even wanna list it. Most having to do with improving the map file and efficiency.
Screenshot:

Talk about it in the forum!: http://apakoh.com/forum/viewtopic.php?f=4&t=4
Well, as I’ve said before, I’ve developed my own 2D physics engine for my game. I will release it as a lib but open-source isn’t coming until I really optimize and improve the code. It’s super lightweight, and to make it, I used a bunch (like 5 or 7) articles and things such as the famous Verlet Integration to make it what it is.
Currently, it runs just as beautifully as Box2D but creating polygons and such is soo much easier. (Say like one line).
For example, a map triangle:
maptriangle = new Body();
maptriangle->AddVertex(100, 100);
maptriangle->AddVertex(150, 200);
maptriangle->AddVertex(200, 500);
maptriangle->AutoConnectVertexs();
It also runs about 4x faster then Box2D and currently, I am pretty proud of it. I promise I’ll release some footage once my HyperCam stops acting like Lag-City.
Whats been done:
-Got textures working on the skeleton
-Inpolate between frames and the coding can manipulate the animations themselves to account for aiming and such.
-Developed custom physics engine based on Verlet Integration method in gamedev.net and coded to be rendered in DirectX.
-Added textured objects that are implemented in custom physics engine.
Whats to do:
- Fix skeletal animations
-Support more static bodies and save CPU time in physics engine

Physics triangles on a slanted plane

DirectX blended textured Physics objects on a slanted plane
I believe i am long overdue for a tech update to my game. First one of the new year. I haven’t really been working on the game itself, more-so the components of it lately. As promised, the fifth update will have something better.
Whats been done:
-Got skeleton animation working on a bare-minimum basis (just need to texture the bones) inside my engine. Took about 2 days to get it right and I scrapped my old coding (which was far less efficient at rendering anyways).
-Started to work with lighting and dynamic lighting for my game. Found some really useful stuff and I am working on making it better then it is. This was really inspired by an old tech demo from Michal (the creator of soldat) in which he used light balls and dynamic lighting to create a really appealing effect. Screenshot below.
-Started to streamline the player manager code for easy access
-Started to work on development graphics.
Whats to do:
- Texture skeletal animations
- Start work on polygon based maps
- Smooth out dynamic lighting.
Screenshots:

Skeleton Demo (Untexture)

Demostration of capabilities of 2D dynamic lighting.
Yeah, as you have may or may not noticed, I completely re-did the site and all of it’s pages.
The design is fresh and new (not so much ugly orange and the stupid anime figure on the banner), and a social portal has been added for people who wanna chat and get to know the community.
A forum may or may not be coming in the future as well. The domain also got renewed near new years and production is well under way on Blackseeds.