Tiled based version of the map

Friday, May 15, 2009

So I've been looking at different tech to render the map and have decided that I need to render it in a tiled based format I've looked at ISO, hex and square based tile maps I'll start building a square based map soon and just have to decide if ill get back up to speed with java or learn sliverlight

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I need to figure out a better graphics tech

Tuesday, March 31, 2009

I really need to figure out a better gfx tech for the maps, with 90,000+ points and that's just the start. It's already having problems rendering the content.

The AJAX and SVG that. I am using aren't really up to the job of handling the amount of data. At the minute I've worked out how to scale the map properly that was the hard part.

My next step is to make the algorithm faster I can do this by using SQL and storing all the points in a DB. But is that the best way? I eventually want a 3D interface for the data.

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Map Render v1.0.1 Update

Saturday, September 06, 2008

I've updated the map now to have points of interest use an icon similar to the Google maps place icon when you mouse over the icon you will see the name of the place. I've tried to have the icon be a click able link but it won't let me click the link just reloads the map centered on that point.

I've added four points at the moment but will add more once more of the countries are defined. And I'll add a page to my projects section to talk about the map tool. I've embedded the map in three pages at the minute and will continue to embed it into more of the wiki pages as time goes by.

Map Rendering v1 Implemented on our wiki

Friday, September 05, 2008

I've just got version 1 the Globe Map finished. Well it seems to be stable though I still have to enter all the polygon information for the map. You can zoom in and out of the map and pan. The current map holds the coast of one of the continents. My eventual aim is to have multiple maps throughout the wiki.

The Rollout continues

I've just rolled out the complete site using the molecular engine all pages are now running through molecular. This means that I can start to work on getting the map tool published. While there are currently only 87 thousand points plotted My test environment is able to render the map. Unfortunately some of my tinkering has broken the map tool. Basically what is happening is that when you click on the map it calculates the point on the full scale map that you are and then renders that block scaled to the magitude that you are currently using but for some reason its rendering a completely different point off the map.

Once I have this fixed I will be able to generate multiple maps for the Swords & Scrolls knowledge base.

And the over haul begins

Friday, August 29, 2008

As I've had to start rewriting lots of content for the wiki of Swords & Scrolls I thought that I would post a note here.

I've reordered the wiki to start with the Guides and written a extensive Character Generation page. Not that its 100% yet or any thing but just made it easier to generate a character. I've added content for Combat, Dodging, Multiple attacks, Init Modifiers, Leveling Characters, Added a new Book of Armour and have split the Weapon table into Bladed, Blunt and Missile weapons.

The Dodging & Multiple Attacks Section will be removed tonight and integrated into the Combat Guide.

I've also worked out how the amount of armour you are wearing effects your ability to dodge attacks etc.

I plan on making the Character Sheet eventually a PDF but until I get that far a wiki page will do.

So Keep an Eye on the game as it will change over the next while.

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The ultimate nightmare

Wednesday, August 27, 2008

So last night I sat down to explain to the wife what roleplaying is. So I bought some dice and went on-line to http://www.bloodmoongames.com/rpg/Swords & Scrolls. It should be said that this is probably the first time in 5 years that I've actually attempted to generate a character. Christ was a pile of shit I was hosting the latest version of the system on a streamline.net server and they lost all of the content on me the bastards) so I had just rolled out an old backup of the system so when I went to generate a character I found it to be nearly impossible. As I wrote the game I could figure it out after a lot of head scratching.

I have decided to start again and rewrite most if not all of the existing content before moving on to other content. Firstly I'll look at rewriting the Generate Character Section of the site.

This is a call out to any one interested in the game that wants to help. If I have any takers I'll make an administrative section to the site available to them and give them write access on the wiki.

So What have I been up to?

Monday, May 19, 2008

Well I've started to move the Bloodmoon Games website into a CMS which I'm writing in PHP this website change will allow me to allow others to manage content on the sites I'll also be importing the Blog into the look and feel of the site with some improvements.

Lately I've been helping the AROS community by mapping the OS3.1 API completeness report. AROS is pretty cool as its attempting to build a new OS for running on x86 and other architectures.

The mapping code has been updated to be a molecular module so that the new CMS will be able to use it. having a couple of problems storing the coordinates in a DB and am going to move hosting yet again. But this time not for the same reason as that last time. I just need higher bandwidth on the map building code. Along with more control over the server setup.

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