Heya folks, thanks for stopping by again.
Today was fairly productive:
- Fixed a bug where lit torches from hidden floors would be visible on load
- Fixed bug where picking an asset from the panel which was a member of a group would instead pick the first asset from the group
- Added a community requested feature where holding tab shows the names of the creatures
The ui layer currently showing the creatures names is going to be greatly expanded on in future for GM tools. Being able to reveal GM only assets, chests containing pre-prepared assets, GM notes etc. That’s gonna be fun.
@Ree has been working on a variety of things including the animation overhaul mentioned recently. A bunch of features will be possible with that for example more emotes, spell effects and death/ko states. Gah, cant wait.. it’s gonna be awesome when we all get to be on this full time.
There’s other stuff in the works of course, keep and eye out for another alpha update soon.
p.s. Almost forgot. We now have a site to check if you have been sent an invite key. Check it out here: http://keys.talespire.com/
Today was an interesting mix.
I got around the staging server issue from yesterday by using a different subdomain..yeah I’m not happy with it either. I’m guessing that the certs weren’t cached and so every time I pushed a new build it was asking letsencrypt for new certs.. they have a limit of how many they will give out in a period of time so maaaaybe that’s it. However I was sure I had seen that before and it would error rather than giving something invalid. So I don’t know.
The correct thing to do would be to inspect the certs I received and see what was up with them. However this week we are really pressed for time so for now I’ll settle for dodging the issue rather than fixing it.
Because of that I was able to test the new ‘Check if I should have received an invite’ site. It works so, after a few tweaks to make it mobile friendly, we called it done for now. We will make it available to you with the next wave of invites.
Speaking of those we have been way behind on that, the content updates we were wanting to complete first have taken longer to complete as we have started prepping material for the upcoming kickstarter. This is also why we haven’t had a mini update this week (booooo :[)
After the above stuff I started doing some work on dice, there are some ownership and syncing tweaks I want to make.
I also added basic per-server request stats to our front end server code. This just means we get per minute info on what requests are made to the server in a format that should be easy to graph in cloudwatch. Super low tech approach but if it works for now it will be a boon.
That’s all for today. Back with more tomorrow.
p.s Oh I’m away from this Sunday to next Wednesday as I’m off to a programming conference. There will be a small gap in these dev logs but they’ll be back as soon as I am :)
Evening all. One of those annoying logs today as it doesn’t have a conclusion.
I finished up the site which allows you to check if you have been sent and invite to the alpha. I then pushed a new staging server for final testing and saw ssl issues, but not good log as to what the issue was. I assumed I had just messed something up in my recent changes so tried a commit from the other day (which was previously working).. same issue. I tried a bunch of things but I’m just getting the same bloody unhelpful error.
I’ve got some other things to work on tomorrow so I’ll focus on this on Thursday.
Aggravating to not have more data to share but thats the way for today.
Tiny update tonight as I didnt realize how late it had gotten here.
The main thing of interest today was that I set up the backend code for checking if you should have recieved an invite code. This is gonna be helpful in the next wave of invites.
I just need to make the webpage for this now.
Turns out that the issues with the server images was simple after all.
Back in january I tweaked the images to include the amazon agent so we could get memory usage info in cloudwatch. When I did that I must have left some files from an old build around. Later on, when the newer code was pulled and extracted, it didnt replace what was already there and we ended up running this weird frankenbuild when we had old code and a new db schema.
Dumb but fine. I then fixed up the server side code for storing the default board. I’ll push that to live tomorrow and then soon we’ll work on ingame UI for this. I expect we’ll add a marker to the entries in the board panel.
Ok, time to sign off. Peace
We’ve had a lot of good days of progress so it was about time for an annoying one.
Today I was looking to push some server side changes to allow GMs to set a default board for a campaign, this would be the one that you join automatically when launching the campaign. However when I pushed the code to a new staging instance I was getting and instance with the update to date database schema but the code from back in January.
It seems that earlier in the year I must have messed up our staging server machine image. This means that tomorrow is going to have to be looking into that and fixing that up. The initial creation of those images was a pain in the ass and I expect this to be no exception.
Ah well, that’s just how it goes. It’ll be fixed soon enough.
Let’s see if I get it tomorrow,
Hey again, We had planned to get a content update out over the weekend but alas that did not happen as we hadn’t finished updating all the current assets. This has thus been pushed to later this week. For the midweek update I’m hoping to push the tag search (which is now working great) and the GM only dice.
‘GM Only’ dice rolls are special in that only the GMs can see the symbols on the faces and the roll notifications. Here is a clip of making a gm only roll and then switching between GM and player mode.
We are hoping to making the UI for the GM only roll and then we’ll get this update asap.
Thanks for checking out these little updates!
p.s. Here is the version of the tag search we will be shipping
Today has been focused on tags. I spent the morning adding tags to our assets and then the afternoon playing with the filtering code.
Here is how it is looking:
The UI elements we use are due a rewrite thanks to Unity’s nested prefab feature that landed relatively recently. As such I’ve been trying to add this in a way we can move easily when it comes to it. I’m getting happier with that and now I just need to make the tags that have been entered appear as the little blue buttons next to the input field.
That’s all for now. Seeya tomorrow.
It’s been 3 days and it feels like it’s time for another update. This time we have two new features.
The first is that creatures now have torches to help them seem in dark places. Right click and you’ll see the option in the radial menu.
The second is that the selection tool and dragging to place tiles now both show the dimensions of the selection. This can help a lot when trying to make walls line up when building big rooms.
The fires of development are still hot so we will be back soon with more goodness.
Fare thee well
Today I started looking at the tag filter for the asset panel. It’s one of those cases where the current way the UI is set up is not great but it’s better for us to work around it and get the feature out than it is to delay the feature for the rewrite. I’ve been poking around with the different components to see what the easiest way to get this in will be.
It’s not the most exciting thing but here are some gifs anyway:
This one is from early in the day just checking that we can give tag suggestions. At this point the potential tags were hardcoded for testing.
Here was from a little bit later testing that we could use tags from the asset database. At this point the only two assets to have tags were the two doors and the only tag was ‘door’ which is why you don’t see other suggestions.
The next things on the todo list are:
- Add some UI to TaleWeaver (our asset tool) to allow adding tags
- Go through all our current assets adding tags
- Make the blue tag buttons in the search bar work.
- Get the code cleaned up to the point that it will be trivial to replace when we refactor the UI code.
When those are done this will be in a good enough to get into the alpha. I expect that will be on the weekend update.