TaleSpire Dev Log 155

[EDIT] Hehe, I hadnt checked to see that Ree had already written a devlog. Looks like you've got an extra one.Heya folks, As planned, I started off Wednesday working on a bug, which meant that scripts were not getting unique ids. This manifested resulted in you clicking a door to open it, but instead, a chest in another ...
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TaleSpire Dev Log 154

(Knock-down all the things! Well, actually, completely unrelated)Summary of my week.I decided on Monday that I was going to write about a topic this week, and that topic would be the Game Master(GM) Blocks. Hoping that I would be able to show placing blocks inside the GM Overlay[1].Although I'm very close to that point, ...
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TaleSpire Dev Log 153

Since the end of last week, my focus has been looking into unknowns on the code side of the project. To that end, I've jumped over to the server-side of things.The first task change was that, in the alpha, all the communication with our server (which only handle persistence) was over https. This means that polling was us...
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TaleSpire Dev Log 151

Today has been a tricky one. I found a significant bug in the building synchronization code that is definitely going to cost me a day or two. Given that I'm already behind on where I wanted to be this is a bit stressful. As I have an understanding of this problem but still have a good few unknowns on the server side I'm ...
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TaleSpire Dev Log 150

Heya folks, yesterday I got the Spaghet that run our doors and chest hooked up and syncing correctly.Spaghet is our little scripting language we made to deal with the question "if someone drags out a 30x30 slab of scripted tiles, how much resources are we using (both CPU & networking)".Scripts come in two kinds:state...
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TaleSpire Dev Log 149

Well, I've learned something about myself in this whole process. The closer I get to deadlines, the harder it is to convince myself to write updates when 'the answers' aren't yet available. I've been struggling with a bunch of bugs and issues in the last couple of weeks and each time I see that I really should be writing...
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TaleSpire Dev Log 148

I’ve been having a great time coding down at @Ree’s place, but it has meant I’ve neglected these updates. Let’s fix that. We met up so we could collaborate on merging our feature branches together. Up until now, I’ve been focused on performance, and the data layer and @Ree focused on tooling. The goal isn’t to com...
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TaleSpire Dev Log 147

Hey again folks, another quick ‘kept of working’ post :) Yesterday was spent working on Paste and Deletion of single tiles. The latter is fun as we don’t keep unique ids for individual tiles as the memory usage adds up fast. This means we have to take some network-safe aspects to use to identify the tile. This is ...
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TaleSpire Dev Log 146

Hi again, Today has mostly been spent on implementing ‘paste’. Although not finished, it is coming along well, and I think I’ve hit most of the surprises the implementation has for me. I also think I’ve worked out some details to deleting single tiles that mean we can defer shifting data a...
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TaleSpire Dev Log 145

I didn't write a log yesterday as I was really struggling with undo/redo histories, and it was just too painful!In short, I was fighting with the behavior and then making sure the board was behaving the same as the simplified model we use for tests. I finally got that behaving this morning and so have turned my attention...
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TaleSpire Dev Log 144

Today I found and fixed a few nasty bugs, two of which were caught by the automated test generation mentioned yesterday. I started off by writing the code to handle the undo/redo history. When that looked like it was working I set the automated test generator to make sequences of board changes between 80 and 100 o...
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TaleSpire Dev Log 143

Today I got a useful portion of the automated testing working. It generates lists of changes (add/delete/undo/redo) and applies them to:An instance of the actual board data-structureAn instance of a simplified modelThere is also a second instance of the actual board data-structure connected to the first via a dummy netwo...
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TaleSpire Dev Log 142

Today is a short but sweet one. Ree has been hunting down bugs in the new building tools and I’ve been working on the automated test suite which we are using to validate the building code[0]. That and of course the pre-orders are out, so we have been keeping an eye on things there. Righto, I’m gonna get some...
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TaleSpire Dev Log 141

Greetings! Growing and harvesting Creatures.Over the weekend I had the pleasure of starting on the Kickstarter Exclusive Hero sculpts. I haven't been able to do as much artwork with designing and coding the floor/build system, so this is a wonderful change of phase. (more on the Building system and floor system in anothe...
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TaleSpire Dev Log 140

Today I’ve continued on server work: I rewrote the sign-in code to promote the connection to a secure websocket if sign-in succeeds. I’ve started wiring up erlbus so that the client will subscribe to the campaign and board and receive messages broadcast by other clients or the server. One interesting note wi...
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TaleSpire Dev Log 139

Over the break, I’ve put down the front-end code to begin getting a handle on the changes that will be made to the backend. Most of this has been focused on reading, here are some of the things I’ve been dipping into: Reading things https://erlang.org/doc/man/gen_event.html some of the http handling code go...
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TaleSpire Dev Log 138

I’m currently writing this on the train home, I’ve been down working with Jonny for the last time (in person) this year, and it’s been a great few days. We made a bunch of progress in different places, so lets natter about that. Tiles First off, we were looking at tile placement and control. We may have found...
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TaleSpire Dev Log 137

Hey! I best recap the last two days before even more get away from me. Monday Monday was spent debugging some of my uses of unsafe code. Unity’s Job system has some great tools to detect race conditions, but they also let you disable it if you have a use case that demands it. This is a wonde...
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TaleSpire Dev Log 136

Phew, so that was the meat of the week’s work. Let’s wrap up the loose ends. This is probably skippable as it’s just a note of some other things that got changed. Moving to Unity.Mathematics Unity added a new math library recently and whilst having practical benefits, it also results in muc...
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