had rottbott come up with some answers for all of you :)
Answers to questions:
The game usually uses about 2 KB/s for one player, but more when many
players are in the same area. It is quite possible to run two players
sharing one 56k connection without any lag.
When a character moves, the position he is at and the position he is heading
towards is sent to each client from the server. The angle is not sent. The
clients then set his destination to the one given, and move him just like
any other object.
Monster AI is all handled server side, and at the moment simply makes them
randomly run around their roam area. If set to agressive, they will detour
to attack any player who comes near.
Landscapes are split into areas which the player can warp between at
strategic points decided by the map editor.
As a programmer using this engine, all you HAVE to do is change a few names,
and write the green and blue magic spell effects to do whatever you like.
However you can customise the game a lot more than that quite easily, as the
code is well laid out and commented. Anyone wanting help on specific issues
with the code can email me or post on the forums and I will do my best to
help with it.
As for the updater, it's *almost* as fast as an IE download (it uses a
modified version of the BlitzGet function in the code archives). There is
one big improvement that could do with being made - it should only connect
once to the server instead of continually connecting and reconnecting for
each file! This will soon be addressed in an update.
Answers to questions:
The game usually uses about 2 KB/s for one player, but more when many
players are in the same area. It is quite possible to run two players
sharing one 56k connection without any lag.
When a character moves, the position he is at and the position he is heading
towards is sent to each client from the server. The angle is not sent. The
clients then set his destination to the one given, and move him just like
any other object.
Monster AI is all handled server side, and at the moment simply makes them
randomly run around their roam area. If set to agressive, they will detour
to attack any player who comes near.
Landscapes are split into areas which the player can warp between at
strategic points decided by the map editor.
As a programmer using this engine, all you HAVE to do is change a few names,
and write the green and blue magic spell effects to do whatever you like.
However you can customise the game a lot more than that quite easily, as the
code is well laid out and commented. Anyone wanting help on specific issues
with the code can email me or post on the forums and I will do my best to
help with it.
As for the updater, it's *almost* as fast as an IE download (it uses a
modified version of the BlitzGet function in the code archives). There is
one big improvement that could do with being made - it should only connect
once to the server instead of continually connecting and reconnecting for
each file! This will soon be addressed in an update.