Mar, 03
Campaign progress

I’ve been told that I post too few updates. So here is a new update 🙂 . I’ll try to post at least once a week from now on.

The campaign mode is probably the biggest single feature that I’m adding since the game’s first release. In terms of code architecture, it’s quite like running multiple game worlds concurrently with the option of transferring creatures around. They are arranged in an array and form the “overworld”.

The most important functionality is of course slicing up the array, uploading individual chunks to the cloud, and reconnecting them on other players’ computers. A few changes were needed in the game’s core to accommodate this, and I’m sure that new bugs have been spawned.

The good news is that the game’s performance will actually increase, because only one chunk is being simulated at a given time (the one containing the player). Other chunks are kept in memory, but are frozen. Since the chunks are about 1/4 of the size of current maps, they only occupy less than 200MB of memory each. If we stay within the limit of 5-8 main enemies per world, we are good without the need of offloading the maps to disk. (Chunks where no enemy exists are not even created).

The main reason for the “freezing” of chunks is that each one has a separate clock. Creatures thus need to change “time zones” when transferring between chunks. When a minion you are controlling is away from home, the clock at your base doesn’t tick. I think that’s good. There is also a global clock that dictates day and night changes.

I’m on track to make all of this work. I’ll let you know when the first historical duel of Keeper vs. Keeper takes place 🙂 .

Screenshot_2016-03-03_16-37-11

COMMENTS

Home Forums Campaign progress

Viewing 5 posts - 1 through 5 (of 5 total)
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  • #4793
    Keeperman
    Participant

    How do you calculate how many troops the main villains can counter attack with?

    Are they going to get a population boost when revisited after a long while?

    #4795

    How do you calculate how many troops the main villains can counter attack with?

    That doesn’t change. There is a randomized formula taking into account the population size, the villain, etc.

    Are they going to get a population boost when revisited after a long while?

    Good point. I need to make immigration happen when the site is in a ‘frozen’ state. I think I’ll have the clocks ticking for a little bit after attacks so they can heal up, etc.

    #4797
    Keeperman
    Participant

    Is it the pathfinding for imps that slow the game clocks down?

    #4799

    There are various things that slow the game down, but yes, pathfinding is a big one.

    #4801
    Keeperman
    Participant

    Nearly time for another update ☺

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