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----------------------------------------------------------------
-Minutes of the TMW Dev Meeting at Friday, 4th of February, 2005
----------------------------------------------------------------
-
-Presence: Rotonen, Hammerbear, ElvenProgrammer
-Timespan: 1.5 hours (21:00-22:30 GMT+1)
-
-
-* More priority is given to allowing the world to be expanded. This effort
- needs more tiles, but it also requires Tiled to be integrated with TMW soon.
- Hammerbear will now work on reading Tiled's maps.
-
-* Rotonen mentioned a new graphics artist joined our team. He seems a decent
- pixel artist and learns fast. A link to some desert graphics:
-
- http://themanaworld.homeip.net/testall.png
-
-* Bear is supposed to start scripting.
-
-* The equipment system has been discussed. Items will be identified in
- messages using IDs instead of names to keep the small message size. The
- being definition will define the slots available for that being, and the
- item definition will define a slot the item may optionally be equipped in,
- maybe multiple can be allowed.
-
- Being will have a list of inventory and a list of equipment slots. Items
- can be moved from one to the other and back as is allowed by their
- specifications. Relevant messages for the new server are:
-
- Client to server: MSG_EQUIP { L beingId, L itemId, S slot }
- Server to client: MSG_EQUIPMENT_UPD { L beingId, L itemId, S slot }
-
- The rationale behind the client sending the beingId to the server is that the
- client may be controlling multiple beings. Unequipping can be done by using
- the same messages but passing 0 as itemId.
-
- ElvenProgrammer will start to work on this part.
-
-* Fixes to A* were mentioned. It is doubtful wether it is worthwhile to fix it
- because pathfinding can be moved to server side and will probably better be
- completely reimplemented. Also we still plan to switch to pixel-based
- movement instead of tile-based movement.
-
-* Attention was given to the currently proposed movement message pairs:
-
- Client to server:
-
- MSG_WALK { L beingId, L x, L y }
- MSG_TARGET { L beingId, L targetBeingId }
-
- Server to client:
-
- MSG_PATH { L beingId, A path }
- MSG_ATTACK { L beingId, L targetBeingId, L damage, S damType }
-
- This moves away from direct player control, and seems only based on mouse
- control. Still, it was pointed out Shura and Hammerbear have been discussing
- two ways of doing keyboard control that can map on these kind of messages.
-