Since my last post Krees and I have hit several major milestones. Chief among them, completing combat. All of the other work to this point is to prepare a player to attack others. During combat, each player may have up to 4 armies participating as well as ships. This brought challenges in how to effectively display the information while keeping it legible. We divided the results into three tabs: Spoils, Enemy Troops, Casualties:
Chat was another major accomplishment. Conquest! began on IRC and chat was an integral part of the game. When Conquest! moved away from the IRC platform this functionality had to be replicated and so the server now supports a rudimentary chat client with global and alliance channels. While not as rich as some chat clients it allows players to quickly communicate with one another.
During the course of play, Conquest! will make announcements to the world, such as battles, promotions and demotions, and Housekeeping. These messages are available under the chat window as well; the messages below correspond to the screens above:
We also made good progress on Questing. In Conquest! there are seven quests players may undertake, from fighting highway robbers (the in-game tutorial), searching for loot, or fighting a barbarian horde. The design calls for a map with several locations: your current city, dungeons, wildlands, etc. with each representing a quest a player may undertake. All of the client code is complete but the graphics are still in progress. We should have this done for the next post.
The server saw many enhancements as well, including shortening some of the tutorial messages, the removal of two commands ("search" and "password"), and collapsing several messages into one.
I look forward to 2016 and the 1.0 launch of Conquest! mobile for Android and iOS platforms. Follow the journey on Facebook or Twitter. Until next time, I hope to see you in the game.