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Status

Current status of the browsergame with code name "Little Goblin"

Little Goblin Browsergame

URL: http://schedim.de

Note: "Little Goblin" is the name for the browser game framework.  I have not yet had time to research a proper name for the game itself :)

  • refactoring is good and will occur often
  • game mechanics are fluid and subject to change with notice

Current status of project Little Goblin

Version 0.1.37 - 2010-08-22

  • Added API for cron process, which enables learning of skills after a given period of time has elapsed.
  • Combat Skills are factored into the fight calculations.
  • Show combat skills on character sheet.
  • Fixed bug where new characters could be created with arbitrary attribute values.

Version 0.1.36

  • Added Skills and SkillSets (which you can learn in the Academies) [working, but has no game effect yet]
  • Added LearningQueues for Skills.

Version 0.1.35 - 2010-07-18

  • Fixed bug where monster's combatAttributes were not properly drawn from MobTemplate.
    https://sourceforge.net/tracker/?func=detail&aid=3027832&group_id=317345&atid=1334694
  • Moved from Prototype to jQuery (JavaScript library)
  • Added Academies (places to learn new skills)
  • Added Guilds (as organisations which grant access to academies and later on may enable crafting abilities)

Version 0.1.34

  • Added ChatterBox to Orders.
  • Added classes for skills and crafting. (Currently unfinished, but compiles)

Version 0.1.33 - 2010-07-03

Version 0.1.32 - 2010-06-20

  • HTTP Session now caches PlayerCharacter id which should reduce passing around of the pc.id parameter.
  • Added GlobalConfigService: fetch global values (like: email of admin, price of coins, etc)
  • Added the concept of coins for Admins who wish to commercialize a game based upon LittleGoblin
  • Creatures (and PlayerCharacters) may now be male or female (or none).
  • Added Guilds, which are called Orders in LittleGoblin. Players can join/leave/create etc a guild.

Version 0.1.31 - 2010-06-15

  • Added PlayerMessages: Show the newest game events to the player.
  • Added reputation system. You can now gain or lose reputation levels with a faction.
  • Display reputation score and description on character sheet.
  • Added test factions dwarves and elves.
  • Added demo quest "A walk in the forest" to test reputation system.

Version 0.1.30 - 2010-06-12

  • Added DamageType "normal" to the short sword and long sword.
  • Added 2-handed Weapon long staff.
  • A user can create new characters.
  • New page: Character Sheet, available from town view.
  • Characters may have descriptions.
  • Fixed bug in Healing Potion.
  • Items may be used again.
  • First release of war file on Sourceforge.net for download.

Version 0.1.29 - 2010-06-12

  • Introduced AJAX: Shopping and equipping your character is now a lot easier.
  • Inventory and equipment is shown outside of combat.
  • Removed empty "Background" element on start page
  • Implemented option to sell items in the shop.

Version 0.1.28 - 2010-05-31

  • Fixed some HTML issues
  • Moved links to game status and imprint into left column to simplify layout

Version 0.1.27 - 2010-05-26

  • Filter solved quests from town view.
  • Reloading after server restart can lead to NPEs. Fixed some of those.
  • Added CombatAttributes: a weapon or creature (or PlayerCharacter) may have attacks modifiers now like a fire or cold attack.
  • CombatAttributes also are used to the enable resistance modifiers to specific attack types.
  • Added straw man quest
  • Added some weapons (torch, toothpick of death, fire whip, short sword, long sword)
  • Fixed StackOverflowError in equipItem action
  • Added WebTest for equipItem

Version 0.1.26 - 2010-05-24

  • Fixed HTML code
  • Fixed StaleObjectStateException bug (hopefully)
  • Added login name and password of test account to login screen.
  • Added new 3-column css layout, which looks ok (except on IE).

Version 0.1.25 - 2010-05-16

  •  Added functionality for quests with branches.
  • Quests may have rewards.
  •  QuestsSteps may allow the player to pick up items and deliver them.
  •  Added link from shop back to town.
  •  Added ugly crone quest.
  •  QuestSteps may have EncounterScripts which are executed when the player has an encounter.

Version 0.1.24

  • refactoring of Item classes: moving them into their own package.
  • refactoring of Feature class: item features are no longer scripts (which are ugly to debug) but classes.
  •  Test-Char Gobi starts the game with 20 gold.
  •  ItemTypes have an availability (= chance of appearing in a shop)
  •  added first webtest: ShopWebTest (which logs in and tests if it is possible to buy an item)
  •  PC is resurrected when he re-enters the town, not upon starting a quest.
  •  fixed layout on death page slightly.
  •  added some more quests for testing.
  •  improved layout of fight page (event messages do no longer fill up the whole screen).
  •  fixed GRE when fleeing
  •  fixed "combat unfinished after flight" bug
  •  (after login, user would be returned to the combat from which he ran away)
  •  added info text on landing page (currently for schedim.de, where the test server is running)

Version 0.1.23 - 2010-04-19

  • added the first simple version of a shop. No inventory yet, but it can be selected in the town overview.

2010-04-18 Little Goblin goes to Sourceforge

Little Goblin is now a Sourceforge project

Currently I am setting up the project, importing the source code from my private Subversion repository and so on.

v 0.1.22 - 2010-04-13

  •  Show PC base data (HP, XP, Gold) in Town & Fight controller.
  • Render character and mob data from a template.
  • Added artist's name and a link to the artist's website for monster images.
  • Added: quest.description
  • The player is shown the quest description before he starts the quest.
  • Static images are now served from images.schedim.de (and are no longer included in the goblin.war)

Version 0.1.21

  • Changed to versions instead of iterations. Its more natural.
  • Quests have a level. A player is shown the top 10 quests for his current questlevel.

  • Changed from in-memory database to MySQL (Postgresql could not be installed on the server...)

  • Added Artist class + first image by Lucas Pandolfelli

  • MobImages may have height+width attribute set

2010-04-11

Wrote down some thoughts about where this games is going - something like a roadmap

;)

Iteration 20 - 2010-04-06

  • Added (very simple) town page
  • Added (very) basic quest infrastructure - it's not much, but should work for the moment. You can start the (only) quest, fight the orc and return to town.

Iteration 19 - 2010-03-21 / published: 2010-04-06

  • A resurrected character is now restored to full health (instead of 10 HP).
  • Count a characters victories.

Iteration 18 - 2010-03-20 / published: 2010-04-06

  • MobTypes may have images.
  • Monsters get one random image on creation. If a creature has no image, a help message is shown.

Iteration 17 - 2010-03-16 / published: 2010-04-06

  • Creatures may have gold.
  • Items may have a gold value which is initialzed from the item type's base value.

Intermezzo - 2010-03-26

no update for some time - system is currently being refactored to use towns and quests.

Those changes need to be in place all at once, because for example a town without a way to start a quest or a quest without a goal and some reward would not be very useful or no fun to playtest.

But to use Granny Weatherwax' words: It ain't dead.

Iteration 16 - 2010-03-15

  • Added death count to PlayerCharacter (and show on Highscore).
  • Fixed HTML on some pages (missing closing <head> tag).
  • Adjusted CSS / layout on login page.
  • The effects of the healing potions now appear in the list of combat messages.
  • (config: visiting schedim.de does no longer present you with a login screen (i hope))

Iteration 15 - 2010-03-14

  • Fixed broken HTML (missing 'body' tag on some pages).
  • Added basic CSS stylesheet.
  • Added landing page.
  • Added ACEGI security plugin with registration & login.
  • Added EquipmentSlots (still without function, but initialized for each player character).
  • Added equipment - it is now possible to equip items (if appropriate).
  • Added Item "Leather cap" (currently without function except to test equipment).

Iteration 14 - 2010-03-12

No code update, but I created a couple of tasks and wrote a post about Artwork needed for Little Goblin

Iteration 13 - 2010-03-09

  • Creatures now have maxHp (before, there was only one variable "hp")
  • Added a new Item: Potion of Healing
  • Items can have features now (which are little Groovy scriplets)
  • Items can have a number of uses.
  • Items may be rechargable (otherwise, they are destroyed once they have been used).
  • Items have a type (before, each user would have received the same items.   Now, new items are instantiated whenever treasure is found).
  • Added an imprint page (for legal reasons)

Iteration 12 - 2010-03-07

  • Added 6 Monsters for a little variety.
  • Show combat messages on death and victory screens so you can see the last event of a fight.
  • Fixed bug where combat messages were saved out of order which made it look like a dead char was still fighting.

Iteration 11 - 2010-02-28 - inventory

  • user now starts with a list of characters and may choose one of them to fight. Currently: 1 available.
  • show inventory during fight

 Iteration 10 - /2010-02-24/ item

  • added the first test item
  • added TreasureService class, which will return a list of items for a mob. Currently: always return the one and only item available.
  • use Subversion for Version Control.

Iteration 9 - /2010-02-24/ fix db

  • show current iteration # on each page
  • cleaned up domain classes (Dice is no longer serialized but a proper domain class now)

Iteration 8 -/2010-02-23/ configure

  • Configured logging correctly. Debugging is much easier when you can actually see what happens.
  • Added this page.
  • Configured apache for new domain (schedim.de). As soon as the DNS records are updated, it should function as a reverse proxy for the Jetty server on this machine.

Iteration 7

  • Installed Jetty6 on dewarim.com
  • Uploaded goblin.war - though it does not redirect properly yet. Probably needsd  mod_jk

Iteration 6

Groundwork:
    added classes:
        +Item, ItemType
        +Character.slots + EquipmentSlot

The new classes are currently without functionality.

Iteration 5

+ added cause of death to highscore 

Iteration 4

+ moved CombatMessages relation to Combat class.
+ CombatMessages are displayed in i18n-version
- unsolved: logging does not work.

Iteration 3

+ Added MobTemplate so it's possible to have more than one Monster of a given type. Also, it is now
possible to individualize monsters.
+ Added relation Character - 1..n - CombatMessages to store CMs along with the character.

 

Iteration 2

Automatic refresh of fight-page.
Problem to solve:
<meta http-equiv="refresh" content="5;URL=/goblin/fight/fight?pc=${pc.id}&mob=${mob.id}"/>
does work,
<meta http-equiv="refresh" content="5;URL=/goblin/fight/fight?pc=${pc.id};mob=${mob.id}"/>
does not work - error message: (Provided id of the wrong type for class de.dewarim.goblin.Character. Expected: class java.lang.Long, got class java.lang.String)

Iteration 1

 

Basic Functionality

 

You start the game with a goblin. You can fight one monster, Ork.

Both you and your opponent have the same chance of winning.

You can flee at any time, in which case you will be send back to the start

page, where you can start a new fight, being completely healed.

Winning a fight will net you 1 experience point.

Loosing a fight will gain you an entry in the highscore list, which

is sorted according to experience points.

No matter if you loose or win, the game will start over and you can

gain more experience points. Between fights, both combatants are set

to 10 hit points.
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