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diff --git a/docs/meetings/dev-20050204.txt b/docs/meetings/dev-20050204.txt deleted file mode 100644 index 02d1062f..00000000 --- a/docs/meetings/dev-20050204.txt +++ /dev/null @@ -1,59 +0,0 @@ ---------------------------------------------------------------- -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. - |