Posted: Tue Nov 19, 2019 3:54 pm |
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When I had issues with the client, I was thinking the same thing.
I would redo the program from the original source. That way pathfinding is nothing to think about. Same as the character movement sprites.
And so much more.
Moving up from C to C++ would be my next logical choice. They are much alike, but C++ makes life a bit easier.
Memory, for one. But also you can use something like SFML, a library to handle the icky stuff for graphics and such.
Reusing the code, like various algoritmes, would be helpful and speed things up. And the game you end up with would feel the same. That is, if you can decode the light-documented, cryptic code
I would choose to use a lot of OOP, to make things easier to maintain.
Data hiding (so you can lateron make changes, and easier to locally maintain parts). Some inheritance would be nice too, a monster always has the same base, just different name, stats and looks, right? And then you can easily add extra stuff when needed, like flying. Program once, use always.
You could also make things real easy (well..), and start with C, repair the DirectX (as in:update the code to the current DirectX version), enjoy and go from there.
Current server runs on Linux. That might influence the language code you want to choose. Or...you could change that and use Windows for a server. A virtualbox with Linux is easily set up, and you can use it on 1 computer that way. Makes testing easier. Windows on Virtualbox requires licenses...
Computers have come a long way. This game doesn't require a lot of processing. So if you have an old computer somewhere in the attic, that might just be perfect for your server.
Last thing: some people would like to play this on a mobile device. Something you might want to think about.
I thought about it and decided it would be hell
User Interface has to be translated, and work on 2 kind of devices. Android & Apple...a lot of testing. And worse...no default screensize.