Dev Blog- Colonial Sea Trader- Passenger missions now working!

With a bit of work, I was able to add in the passenger missions into the new system. They seem to be working well! Currently the number of passenger missions is set to the size of the cities.

Not a whole lot else to report. Still considering how to change the economy per my latest note. Will spend some time reflecting on this for the future, hopefully I’ll have a bit more to report for next week.

Dev Blog- Colonial Sea Trader- World Trade in the 1500s, missions functional!

Missions are now fully functional! I’ve updated the dialogs to process the new missions, highlighted the cities, accepted delivery of the cargo, and overall it’s just working well! I haven’t yet added passenger missions, but I’m quite happy overall with how the missions are working!

To help me out with some research, I’ve been reading a few books. The most interesting is A Spendid Exchange , which covers the history of world global trade. I’ve learned that, for instance, trade between China and Rome happened, although neither nation knew about the other.

The era that Colonial Sea Trader takes place happened between the discovery of the Cape of Good Hope by the Portuguese around 1488, and the discovery of the Americans by the Spanish in 1492. The period ends by the formation of the Dutch East India Company, done in 1602. The time period between these two events allowed for world trade, had goods that were distinct throughout the world, but was largely in the realm of individual traders, or possibly small fleets.

So how did the state of the world differ then? The key items transported in those days were rare goods, spices, silver, gold, silk, and other such items, largely intended for the elites, the royalty and such. There was some bulk goods that were transported, largely as ballast, but they were never the primary goods.

Okay, so how does that match the state of Colonial Sea Trader. Well, it doesn’t. I only have a few of the goods that were transported, and I really need to do quite a bit of changing to get things to work.

I’m still trying to decide exactly how to solve this problem, but the current thought is that I will have some traits that a given city will have, possibly with multiple levels. For instance, a city might have a “Desires Rare Good” trait, which will increase the price for rare goods of any kind. I’m not really sure how I’m going to make all of this work yet, but it is a thought.

The last thing that I’ve been considering is the quality of the goods. I’m thinking of adding some kind of a quality of the goods, and adding some traits related to the quality. For instance, there might be a trait where the people don’t care about quality at all. There might be another where the people will only accept goods of a certain quality, otherwise they will offer almost nothing.

For the next week, I’m planning on addressing a few remaining issues with missions, mostly to get the missions you have accepted listed, and possibly adding a confirmation dialog of some kind. I’m also going to add back in passenger missions, which should give a bit more variety. I won’t include the bring cargo here missions, those will need to be rethought after I’ve done my economy updates. I might add in a timed mission, where the goods will spoil after some time.

Going on further, I’m thinking of reevalutating the way that I do the economy overall. I think I’m going to do some kind of offline models, possibly even in a different language entirely. I expect that by next week I’ll at least have a bit more of a plan.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Missions now can be loaded!

In theory missions are completely working, although I haven’t had a chance to fully test everything about them out yet. I still need to add other types of missions, do some sorting of stuff, and properly figure out the number of missions to have, but it’s really coming along! Still a few minor bugs, like the missions list not refreshing, showing the wrong number of barrels, etc, but…

I’m hoping this week to have at least the one mission type fully functional, including refreshing the mission list, showing the right number of barrels of goods, etc. I think it will be doable! If I can accomplish that, then I will try to get the other types of missions working as well. I’ll also try to get levels and the proper numbers of missions created!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Goods now working again!

I’ve been working at it for a while, and now I can say that my goods system is working reasonably well, although I still have a few parts that I need to test out! I’m content with it for now, however.

I’m still working on my missions upgrades. Now that I can load and unload cargo using a simplified system, it is much easier to work on figuring out exactly what it is that I need to do to improve the current system. Bit by bit it is coming together. So far right now I am able to create a mission, and while I’m still working out a few details, it is starting to come together.

My goal for next week is to finish at least one of the types of missions, and hopefully start working on some of the other types!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Finished Cargo Hold updates, working on loading/ unloading dialog

I’ve been fairly productive this week, finishing my cargo hold updates. It’s not the most visible of updates, but it is required, and it is working now.

The biggest thing that I am working at the moment is getting the buying/ selling to work with the hold updates. This is requiring a  bit of a change of the dialog, which is what I am working on at the moment. Once this is done, the game should be playable again. And then finishing up the missions updates should be fairly easy, and I can get back to adding new features instead of just updating them.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Sea Trading Game- Refactoring Hold/ Cargo addition

While going through the Mission improvements I’ve previously mentioned, I found that my cargo hold just wasn’t cutting it. The system was very complex, has had frequent problems in development, and overall has just been causing me some headaches.

While pondering on this, I realized that I could improve the system given what I know now. I have decided to go ahead and do it. The result so far is looking much better so far, although it still needs quite a bit of work. Thus far I’ve managed to save a bunch of memory, make the processing and use much simpler, remove dead code, and overall improve the system considerably!

While I’m going through this, I’ve been adding unit tests to make sure that I get it right. While I have done some unit testing, I haven’t done enough of it, and I always remember when I do this that it starts to improve.

The bottom line is, the mission updates can’t really work until I finish the hold updates. When the hold updates are finished, however, everything should work much smoother, and overall just be better.

I’m hoping to have these updates done by the end of the year. My available time to work on this has been going up recently, and I expect to make good progress!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Partial Mission Integration!

I’ve been able to put a fair bit of effort in to Colonial Sea Trader this week, and I’m making some really good progress on getting the missions integrated. It doesn’t show as much in terms of visuals, but I am definitely making progress!

The main thing that I’m starting to work on is actual integration of the new mission system. I haven’t removed the old one yet, but I am slowly demonstrating the shadow functionality of the new mission functions. So far I am able to create a mission, and have started the code to destroy a mission when it expires. So far most of that is working, except for a bit of code that I can’t really add in to place until I completely remove the old mission style, which I’m not ready to do yet. Still, I’m content for now!

One of the things that I have done is to organize the localization code a bit better so the lua code can use the localization text. It is working, as is evident by the test mission code I’ve executed thus far!

I’m hoping to continue to get the missions working. As things are definitely loading from the mission definition file, I’m hoping I can finish the first mission code, and start getting the rest of the code integrated. I’m hoping by the end of the year I’ll have all of the missions fully integrated!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Mission Prototypes!

The more I look at extending missions, the more I am coming to realize that there’s a lot of key features that I’ve been missing from missions all along. It’s long been on my todo list to do an overhaul of the missions system completely, and I’m now going to take that on completely, as it was becoming increasingly apparent that I needed to do so before I could properly show the list of missions, among other things.

One of the things that I noticed in particular that I need is the ability to execute functions when I arrive at a particular city, and on a particular day. By so doing, for instance, I can have missions expire, which never was something that I have done before, and other such things. I can also have multiple deliveries required for a mission, should I choose to do so.

What I’ve done this week in particular is to start getting the pattern figured out what kind of data needs to be stored, how to store it, and what kinds of functions I’m going to need. It’s all very much down in the details grunt work, but it’s coming together slowly.

No pictures for the week, again, it’s pretty much heavy in the code. Will see if I can get something for next week.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- More extensible with Lua

I’ve decided to finally make the plunge into a higher level of modability, and start working with Lua code. This came as a result of my mission XML code, which looks something like this at the moment:

Note that in order to do the math, I have a “mult” section and an “Add” section. It is just too complex. I showed this to a few people, who suggested I work towards adding full scripting support for these variables.

After looking around at the options, I decided to go with Lua for coding support, and specifically MoonSharp. I haven’t done a whole lot yet, but it is coming along. I’ve managed to execute some code, and get it to return the name of a city. I’m still very much trying to decide how to make it work, but it is coming along.

I’ve had this on my todo list for some time. The conditions and tutorial stuff have been something I’ve wanted to have scripting support to enable for a while. I’m going to start with missions, but slowly over time allow for other things to use the Lua scripting, as I will have the base support to allow for it easier.

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!

Dev Blog- Colonial Sea Trader- Updated missions

I’ve started to work on the updates to the missions I’ve been hinting at for a while. I can’t believe it’s taken me so long to do in the first place! The current code for missions has a lot of switch/ enum/ hard coded things, that has been something I’ve been trying to remove or simply not do in the first place, yet the missions functionality has been in place for a long time, with little change.

Here’s a brief description of what my plan is for customization for missions.

  • End City- Can specify the city issuing mission, or some kind of criteria for selecting a city.
  • Reward- How much is the reward? May depend on distance and hold type used, and likely the amount of time it took to complete the mission.
  • Completion Criteria- What set of criteria must be done for the mission to be considered a success?
  • Accept Criteria- What criteria must be met to be able to accept the mission? This is beyond having the room to accept the cargo.
  • On Accept Action- What will happen when a mission is accepted (May take people or cargo from a city)
  • On Complete Action- Aside from the reward, what other actions will be done upon completion
  • Failure Criteria- What criteria determines failures?
  • On Failure Action- What will happen upon the failure of a mission?
  • Cargo Size- What size of cargo is required?
  • Label- What is the visible to user label?

I’m still trying to work on exactly what this will end up being, but this should be a decent blueprint.

I’m really hoping to have more time to work on Colonial Sea Trader this week compared to previous weeks. That being the case, I’m quite hopeful I’ll have a working prototype of the new missions function, along with some of the UI changes required to support it. Stay tuned for more!

If you haven’t yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates! You can also subscribe to the Old Ham Media YouTube Channel, where I post frequent videos showing the progress of gameplay and more! Finally, follow me on Twitch, and help me develop games!