These are chat archives for Azurasky1/DragonArena

23rd
Jun 2016
Billy B.
@Azurasky1
Jun 23 2016 08:14
hey
so it's some of the most clunky code i have ever written but
i added a moving dragon with projectiles
there is another win condition, too (defeat the dragon)
current challenge is having the dragon only change directions every few seconds instead of every frame... haha
there is a pull request on github right now, check it out
Andrea Sonny
@andreasonny83
Jun 23 2016 08:17
I can work during the weekend and try to rewrite the whole code now taht we have something
but I still don’t know about the goal of this project
Billy B.
@Azurasky1
Jun 23 2016 08:18
do you have any questions in particular
i have plenty of goals
Andrea Sonny
@andreasonny83
Jun 23 2016 08:19
well
according to the wiki page we have:
a board, a player (probably players) and a dragon?
Billy B.
@Azurasky1
Jun 23 2016 08:20
the readme is probably a better source of information
Andrea Sonny
@andreasonny83
Jun 23 2016 08:20
Is the board limited to the screen size or is something in where the players can move around like a small world?
Billy B.
@Azurasky1
Jun 23 2016 08:21
just screen size, but with many different lobbies
Andrea Sonny
@andreasonny83
Jun 23 2016 08:21
ok
how many elements/players can be rendered on the same board? Just 2? player vs player or player vs dragon?
Billy B.
@Azurasky1
Jun 23 2016 08:22
as many players as possible without it getting too hectic
one dragon, can add as many enemies as we want
Andrea Sonny
@andreasonny83
Jun 23 2016 08:22
when you select player vs player is that just 1 vs 1?
Billy B.
@Azurasky1
Jun 23 2016 08:22
no
player vs player is a free for all
Andrea Sonny
@andreasonny83
Jun 23 2016 08:23
yes but when the battle starts, how many players in total can the fight contain?
Billy B.
@Azurasky1
Jun 23 2016 08:24
there isn't really any way to know that before stress testing
Andrea Sonny
@andreasonny83
Jun 23 2016 08:24
if the board is small, how can you manage a lot of players in the same view?
I don’t think it would be possible to manage more than 2 vs 2 in total
Billy B.
@Azurasky1
Jun 23 2016 08:24
how come?
Andrea Sonny
@andreasonny83
Jun 23 2016 08:24
exppecially from a smartphone where the screen is really small
Billy B.
@Azurasky1
Jun 23 2016 08:25
then we can make it a world
players are small, i think we could fit 10 of them on the same screen, easily
Andrea Sonny
@andreasonny83
Jun 23 2016 08:25
how can a player move in a smartphone screen where there are a lot of other people?
Billy B.
@Azurasky1
Jun 23 2016 08:25
and for now i am not particularly concerned about getting it working on a smart phone
Andrea Sonny
@andreasonny83
Jun 23 2016 08:26
ok ok, we can stay focus on the desktop version for now and see how it work
so, as soon as the player log-in (s)he has access to the main lobby chat listing all the available rooms, right?
Billy B.
@Azurasky1
Jun 23 2016 08:27
yes, a list of different lobbies that can be categorized by game mode (pve, pvp)
Andrea Sonny
@andreasonny83
Jun 23 2016 08:28
ok
Billy B.
@Azurasky1
Jun 23 2016 08:28
if we want, we could even integrate both pve and pvp, see how that goes
but both should be functional individually first
Andrea Sonny
@andreasonny83
Jun 23 2016 08:28
so, each lobby will have a unique gameID used by the server to identify the player/game
Billy B.
@Azurasky1
Jun 23 2016 08:29
yes, for identifying records in the database pertaining to that particular lobby
Andrea Sonny
@andreasonny83
Jun 23 2016 08:29
once the players are ready, the serve will spread a ‘ready’ message to all the clients connected so the battle begins
Billy B.
@Azurasky1
Jun 23 2016 08:30
the battle is meant to be going on all the time, unless you interpret pvp as a sort of "last man standing" game mode
which could be cool
Andrea Sonny
@andreasonny83
Jun 23 2016 08:30
the result of the battle will update the players objects information
Billy B.
@Azurasky1
Jun 23 2016 08:31
ok, sure
we should probably go into greater detail on each game mode in order to know exactly when object information will need to be updated
Andrea Sonny
@andreasonny83
Jun 23 2016 08:32
sure
Billy B.
@Azurasky1
Jun 23 2016 08:32
in a continuous pvp world, player objects will need to be updated whenever they defeat an enemy, to give them points that they can then use at the store
Andrea Sonny
@andreasonny83
Jun 23 2016 08:33
are you able to define all the players information required?
Billy B.
@Azurasky1
Jun 23 2016 08:33
in a last man standing pvp world, player objects won't need to be updated until the end to keep track of wins/losses, because points won't matter and everyone should be of equal strength
sure
a typical player object will probably look like this:
var player = { lobby: username: password: inventory: ['....', '....', '....'], health: 100, wins: 0, losses: 0, points: 0, stats: { vitality: intelligence: }, }
var player = { lobby: username: password: inventory: ['....', '....', '....'], health: 100, wins: 0, losses: 0, points: 0, stats: { vitality: intelligence: }, }
and of course position of that player, their class, and any other information that we find relevant
so all player objects of a particular class should inherit methods from that class
Andrea Sonny
@andreasonny83
Jun 23 2016 08:50
I cannot merge your pull request btw, is broken and full of conflicts I cannot resolve, I mean, I tried to resolve them but is still not working
I will try to understand how that should work, Implement the functionalities in develop and then I will start rewriting the entire app logic so we can deploy something
if you’re happy with that
Billy B.
@Azurasky1
Jun 23 2016 08:58
ya i will do that in the afternoon, i need to go to bed
all that sounds fine, i'll talk to you later