End of February Update

Most of the work for Client refactor is done, so I’ve spent some time during last couple of days to tweak functionalities of Herodonia. There’s ton of work to be done with Server application left, but that’s for next couple of weeks (to be done during adding new/refactoring old functionalities).

The most important changes and updates are listed below.

Creature Names and Status Icons

– Heroes names are always displayed in the green color (exception: your avatar which stays as before) to make it easier to recognize them. Health bar will still indicate injury level using color though (as before)
– NPC names are in blue now, NPCs have no health bar because they cannot be attacked anyway
– NPCs became a bit more clever – they’re allowed to take gold coins from heroes and to teleport them after getting paid, so you’ll have more interaction with them
– Monster names are in red now – this way you’ll be able to easier recognize Human-type monsters from other Heroes
– Status Icon will be displayed in the upper-left corner of game window. It will indicate either PZ (protection zone), PVM (player vs monsters) or PVP (player vs player) areas.

Miscellaneous changes

– Player vs. Player combat is forbidden entirely, only possible way for PVP will be to go to designates zones (to be added in the future)
– Signs text has been changed to white. Plan for the future: separate dialogue window for signs
– Heroes have new outfits, assigned to them basic on their occupation
– Hero occupation is now visible in the Statistics Tab in the Inventory
– GUI rendering rewritten, Inventory window is now super-fast. Plan for the future: rewrite all of the windows to be pre-rendered on game load.

Stay tuned!



Client Refactoring

Starting Today, I’m in process of refactoring client application to be more flexible and faster.

First results are very promising. Changing way of storing Inventory and Equipment to be persistent (no extra loading during gameplay if not needed) bring down load time of Inventory Window from 2 seconds to 0 on PC. Even better results on mobile – from 10 seconds to 0.

Another thing which I’m doing right now is slight rewrite of Client way of dealing with data. Now it is quite complicated to share data between components, but when I’ll finish adding proper Observer Pattern implementation into whole system and will ensure that data flow is one-way (Server-> Client Persistent Storage -> Client GUI) – we’ll good to go with new features 🙂 .

For next several days I’ll be doing further revisions which will serve us with speed and maintainability improvements for Client and Server.


More entertaining names

Starting from today, names of newly coming Heroes will be more entertaining – instead of numeric value, you’ll have fairly unique adjective following with name of a creature. This way you will be able to feel more to your Herodonia Hero.

Why that feature?
I decided to go with something rather quick today, to get more familiar with <<not touched in ages>> server code.

Changes are already live.



New game pad and icon

I managed to create new implementation of game pad, because I felt that one provided by Rex (Rex Plugins) is not working well with 2D MMORPG games, such as Herodonia. Instead it is now more like a buttons, in comparison to how it worked before – as a wheel.

I hope that this will bring better experience when playing on Mobile, but I want to perform housekeeping of code related to displaying, so it should be even faster in the future. Fingers crossed 🙂

As for side thing – I created simple icon to be used on the website and in the game. I hope that this will bring more focus on Herodonia brand colors & logo style.