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Mar. 27th, 2016

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Mar. 27th, 2016

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 04:01 pm

    today i am (ongoing) working on the actual, y'know, play aspects of HELL GAME. the frontend -- yknow the thing with all the layout and javascript and style stuff -- has been kind of an embarassing mess for a while, so i've been peeling it apart and rewriting css and fixing some positioning bugs. (one of which was: when yr on the map the 'map cursor' is off from your actual cursor by about a tile and a half vertically, which made actually doing anything kind of a problem if you can imagine.)

    while i have this whole EVENT API thing,
    1. i don't have any complete events to test with it and
    2. i never actually hooked up the event api fully to the game code.
    so right now it's like, you try to activate any event and it fetches the event dictionary from wherever it's stored (some of them are clientside but most of them will be serverside b/c of the whole body polymorphism aspect) and then completely ignores the event dictionary and throws you into a generic combat encounter (that also doesn't fully work yet since there's no combat ai). that's still yet-to-fix.

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  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game,
    • process
    posted @ 11:55 pm

    AND THEN i fixed some api bugs and messed around with the encoding and the decoding and the parsing on the js end and FINALLY there is a complete end-to-end pipeline between the haskell event code, out through the JSON API, parsed into game event blocks in the javascript, and then run based on map event triggers. bam. amazing.

    actually there are some issues where... okay so i can make an event page w/ an event index and all that, and the initial _activate event runs, but then after that... whoops looks like choices don't work? so that's another thing to fix, but maybe tomorrow. also i didn't put in dead-end resolution, which is like... figuring out that an event has 'finished' if the last event you ran isn't a choice event, since that means it's time to present the big CLOSE button. right now you can x out of an event at any time so it's not really a big deal, but after i make the player actually sit through an entire event i'm gonna need that working.

    anyway this is mostly neat b/c now it's like, oh i can actually kinda play the game. all these events i'm writing i can check out IN THE GAME instead of just reading over them in code files. amazing.

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