Perenthia Source Code

I uploaded the source for Perenthia. I am not sure if everything will compile but it is all there. Perenthia on GitHub

4/20/2016


BeastMUD

I've been wokring again on my game framework, BeastMUD. (https://github.com/lionsguard/beastmud/tree/v0.5)I got the main framework functional and made some progress with a mapping tool for building and connecting rooms with auto generated dungeons.BeastMUD

5/17/2013


Perenthia–Development Diary #2

I have made some decent progress on scaling Perenthia down and re-tooling it for more basic HTML/mobile access. I have the server core complete and am working on the UI components. The first step will be to get the adventuring/combat piece finished and then move on to the crafting system.

The abstract core server pieces I decided to put into a separate library and made the source available on GitHub. I call it “Leo” and it provides the basic game server and provides some interfaces and associated libraries for processing input through the server. Since I am using SignalR for client to server communication I included some code in Leo to provide a input processor and PersistentConnection. The TestConsole project was something I used to initially setup the game libraries. They are now linked into my Perenthia solution and will be updated as I find the need while working on Perenthia.

The Leo source is very early stages and is subject to change frequently. It is also intended primarily for low traffic games such as iOS, Facebook, etc. I will up some instructions once it gets a little more stable.

Here is a screenshot of Perenthia’s new progress so far:

perenthia-ss1

5/4/2012


Perenthia–Development Diary #1

I am working on Perenthia again, doing some re-design work to try and make the game fun but also maintainable by one person, me. I am going to catalog my development journey and the design decisions made along the way. I am trying to take what I learned from the prototype/alpha stage and improve upon it with realistic goals and tasks. Since it is just me working on it, other than contracting out the artwork pieces, I need to stay focused on making it fun and trying to implement the features that I think will be fun.

I have actually already started working on a re-usable library to host multi-player games. I have the basic framework in place which includes a base GameObject that provides a dictionary or properties and implements a behaviors system to allow custom behaviors to be created and attached to objects. I also have a master Game class that can be started and runs the server frame loop, updating the world and any loaded objects, behaviors or game components. I used MEF to define externally loaded components and data libraries. The Game class expects an IWorld implementation, some repositories for objects and users and optionally a list of IGameComponents. The IGameComponents are updated with each frame loop so I figured those would be good for creating things like a weather component, pack AI, etc. The IWorld is also a game component but has a few specific methods defined to access data contained within the world from the Game object. Behaviors are simple objects that can be attached to a game object and also contain and Update method that is called during the game object’s update method.

All this is server side code intended to run a virtual world. In addition to the re-usable game server I have a Perenthia specific library built on top of it that defines the aspects that are unique to Perenthia itself. For instance, Perenthia contains a Skill and Race object and loads that data during the world initialization. The underlying virtual world framework is not aware that skills and races exist, just that game objects are being added, removed and updated.

For data storage I put all world data that loads with the world initialization into SQL tables and a few external flat files. User and player data I am going to store in MongoDb to take advantage of the document storage mechanic and store an entire player object as one record. After using relational data for years to store objects and wiring up code to handle the relationships, etc. I find the document storage a refreshing change. I took a look at EF and code first but could not obtain the same level of ease of use as with a document store. I ended up having to code way too much logic specific to how the objects are stored rather than just saving them.

For the initial game client I decided to go the Html5/Javascript route to be able to present to the majority of players. I am using SignalR for the client to server communication and worked out some generic interfaces in the underlying server framework to allow for switching the communication technology. I am also using ScriptSharp to build the client side game logic. I find that using ScriptSharp is helpful as you get compile time errors and can resolve some issues up front without having to use console.log statements for everything. The string typing of objects does help to catch some case typos, etc. that are common for me when doing Javascript.

I have also created a world building tool for use with Perenthia. It allows me to draw the tiles that make up the world and save them as flat files for world initialization on the server. Using ScriptSharp I also coded some logic on the client to retrieve and load the maps. I can manage some of the SQL table stuff using the world build but want to get it to the point where I can add objects. My plan is to drop objects onto the map where an object resides within a tile, so not completely to scale or anything. My initial thoughts are to be able to add things like shops, taverns, etc. I also want to be able to add things like trees that can be cut down or a rock quarry for mining. I just not have not gotten to fleshing out all those details as of yet but that is the general plan.

What I am currently working on is randomization of creature encounters. I created a table to hold creature templates and then cataloged them by terrain. So for instance, in grass one might encounter a rat or kobold. In addition to that I created a feature in the world builder for editing creature zones. I store some zones in the database and then draw them on the world tiles to create the creature zones. So what I am working on is when a player moves onto a tile, if an encounter should happen I check to see if any creatures exist for the current terrain. If creatures exist I randomly get one with the level range marked by the zone. I am also thinking I may not return any creatures that are too low level for the player so you are not bogged down by encounters in low level areas and can move more freely into higher level areas. Once I get to where I have some decent encounters I am going to move on to the item system.

11/21/2011


Puppyman Characters

Here is a splash page for Puppyman showing all of the characters in the current version:

Puppyman

8/24/2011


Puppyman iPhone Game Released

I have recently released my first iPhone game titled "Adventures of Puppyman". The game is available from the AppStore.

Puppyman is intended for anyone wanting to waste some time in their day ;) Younger children may also enjoy it as it features little cartoon characters and is easy enough to figure out and play. To read more about it and watch a video of the game play just visit the link below.

Adventures of Puppyman

8/20/2011


Perenthia in the Cloud

Part of the Perenthia re-birth is to get the game running in the cloud on Windows Azure. I started an Azure 1.2 web role project to handle the game. I got some of the basic stuff working like authentication and character creation. With the release of Azure 1.3 SDK I had to install IIS 7.5 components. Since I did not install it previously I had to run “aspnet_regiis –iru” to setup the IIS mappings for .NET 4 and I had to install the “HTTP Redirection” component for IIS 7. After getting all that setup I am up and running with Azure 1.3.

Because I am scaling the game down a bit and restructuring it to run with basic html and a variety of devices I am essentially re-building the game. I have a lot of code to work from and the concepts are already defined but I do have to do some new things. With running in the cloud some of the previous in-memory stuff I was doing has to be setup to store that in-memory data either in the database or in Azure Storage. For instance, when you connect to the game you get a token or session that identifies you. That token contains a reference to an in-memory object that stores the user id and currently selected character of the player. While I could setup and use .NET Sessions with some providers to store the data in Azure Storage I am going to continue to use the existing system I had in place and store in the in-memory data in Azure Table Storage.

I have some additional in-memory data that will either scale back to database driven queries or work the same way as tokens/sessions with table storage.

12/1/2010


Perenthia Chapter 2

After many months of not working on Perenthia I find myself once again desiring to see it complete. The last revision I did on Perenthia was some time ago and involved a Silverlight UI with a C#/SQL 2008 backend.

During the course of development on Perenthia I discovered some of the pitfalls of attempting to develop a role playing game by one self. Mainly, the inability to handle content creation on a large enough scale as to appeal to players and have enough interactivity to make the game fun. I have been thinking lately of ways to reduce that load and still keep the game fun. I have some new ideas I want to put into place and re-release Perenthia with these concepts.

Among the changes I plan to implement will be scaling the game down to function solely in an HTML environment. This will enable me to provide a mobile version that works on all phones with a browser and keep the feature set the same for both phone and web.

I have begun to refactor pieces of the code and am making heavy use of jquery for the character creation screen.

11/30/2010