Devlog #1: Beginning
Using AI for generative coding was extremely useful for rapid prototyping but has had its consequences in terms of technical debt. We're working on building the game engine from scratch using Elixir / Phoenix (for fault tolerance/ concurrency purposes). This massive system , which is currently designed to work mostly as a monolith will do a lot of heavy lifting. So I have been dedicating a lot of time to getting things right. This means refactoring the very oooogly AI code which got us far, but is unmaintainable. Beyond this, I have several weakspots in front end design, CSS, and the like and this has resulted in some missteps. However, @Slinthegalaxy stepped in and rescued us from a few problems today. There's been considerable progress recently! As of right now, we've gotten the following:
Configurable Galaxy Generation - A gameworld galaxy of SIGNIFICANT COMPLEXITY can be generated in ~4s through batch insertions. I'm talking huge - like 1024 different sectors, each with unique planets, populations, resources, planets, moons, arrangements, weights, orbital distances, critters, etc. Our actual initial game world probably won't need to be that big , but we can generate a game world of arbitrary size atp ,
Admin Dashboard - Observability is pretty much a requirement for moderation/administration of an MMO. In addition to building out the seeding function and the schemas for various galaxy objs - we had to build out a set of tools for the observation. Barring some CSS quirks and a few missing features, this is completely functional.,
Functioning Character Saves - Characters can be created from admin panel or from the front end and are retained by teh server with all their specialness ,
Functioning User Account System - Got everything except payment processing working in demo mode.,
S/O to @Altcoin_daddy for attempted assistance and @feco1love ∅ for moral support… MORESOON!