Tyrfing dev blog - TyrLog
Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.
Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).
I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.

Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).

I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.

Working on the beast called multiplayer. Basic connecting/sending stuff works. Implemented a simple chat to test things. Currently working on synchronizing the world state.

Working on the beast called multiplayer. Basic connecting/sending stuff works. Implemented a simple chat to test things. Currently working on synchronizing the world state.

MSAA, more terrain, no more black backgrounds and so on.

MSAA, more terrain, no more black backgrounds and so on.

Technology

The current week has be and will be dedicated to working on technology stuff. In this post I want to elaborate on how technology will work in Sword&Scroll.

First of all, the idea is, that as often in games technology is a game mechanic on a macro level and its main purpose is to add a long-planning quality to the game.

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The game will have 1 initial tech tree available for everybody. I intend to add at some later point further (small) tech trees which will be unlocked upon researching all techs of a specific color.

Research is mainly gained from scholars and also libraries which are a new  unlockable building. Also like with the other buildings, building libraries also increases the attractivity of a holding, in this case, in regards for scholars. So by building more libraries than your neighbours, you can make their scholars switch move over to your place.

Technology requires not only research but also a certain amount of gold funding. In addition to this, technology can spread. Only slowly between baronies, but pretty fast between holdings within a barony. Taking this into consideration, you may also go a route where you do not research the technology by yourself, but have your vassals (if you are lucky to have a vassal focusing on technology) research it and then gain the advantages by having is spread to you.

So why should you even bother researching? In order to entice competition each technology has a discovery bonus which can only be  gained by the first House to research this technology in the entire world. This bonus does not spread and collecting many of these discovery bonuses gives you a pretty big advantage.

Lastly, an interesting topic may be which eras I intend to cover with the technology in Sword&Scroll. The first tech tree will be focused on Early medieval age/Late Iron Age.

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I have not yet decided how I willl design the other trees as I intend to implement them at a later time, but my ideal would be that the final technologies would cover innovations from the very beginnings of the industrialization.

Reputation/Traits

A lot of systems have have some kind of collection of traits to describe NPC behavior and their relationships. In games like CKII getting good traits is part of the game mechanic and can be achieved via good breeding and tutorship.

Sword&Scroll doesnt operate on the level on singular persons, but instead on the level of houses/families encompassing all its members. But I wanted a similar system to influence AI behavior and also use it as a game mechanic. This train of thought lead me the introduction of “Reputation” for houses. They are basically traits you can influence by long term actions. Houses who have a high honor rating gain a reputation of being “Honorable” which gives them a bonus at doing diplomatic things. Houses who often go to war without any proper justification gain the reputation of being “Warmongorers” which, similarly, negatively affectc the diplomatic relations to other houses.In the case of the AI, it will make decisions fitting the reputation.

Also, only the most 3 important reputations will be taken into consideration by the game. So if you are a bit of a warmongorer and want to get rid of this reputation, the easiest way is to “overshadow” your old reputation (for example by gaining honor and gaining the Honorable-Reputation).

Linux support I guess

Linux support I guess

I spent the last few days working on porting the game to PC. I had already completed the very basics including all the 3D rendering a month ago or so. Now Text rendering, inputs and most of the misc stuff like charts work as well.
I previously had no real UI scaling (It would always be enlarged in the same manner as the screen size was enlarged). Of course this was bullshit so I am currently working on getting proper scaling going.

I spent the last few days working on porting the game to PC. I had already completed the very basics including all the 3D rendering a month ago or so. Now Text rendering, inputs and most of the misc stuff like charts work as well.

I previously had no real UI scaling (It would always be enlarged in the same manner as the screen size was enlarged). Of course this was bullshit so I am currently working on getting proper scaling going.

Mipmapping and anisotropic filtering