Something weird happened last night. I was about to go to bed, and from the time it took to walk up the stairs to my bedroom, I began thinking about AirConsole and how hard it would be to convert T&T to that platform. Then I started thinking about if it was possible to do without javascript and without a total rewrite of the game.
My brain then went to "on fire" mode as I walked through the system of what would need to happen, and I was pretty sure that I could do it with only a few minor changes. All I would have to do is create temporary users with random names and passwords, log players in on creation, and then add game players to a dungeon. I could use the dungeon ID's as the join code. I could look at the dungone progress to determine when joining would be disabled. I couldn't sleep I was so excited.
So after work I was really happy to get to work on this. I was happy all day, thinking about how, after all this time, and all these breaks, I still come back to this project. So I sat down, and in 2 hours had the basis of it going; I can quick join games.
I was a little sad because all of the work I did for the profile, where I envisioned people building their characters and viewing their records would be lost. As I learned tonight, though, the beauty of building quick join on top of my existing codebase is that they can coexist; temporary players and profiles can play alongside each other.
So here's a brief todolist:
* index page integration for quickjoin, quickcreate, quickwatch buttons
* warning on logout page for temp players
* quickjoin integration in player profiles; sunsetting invite sytem
* add ID to watch_dungeon page for reference
* testing: what happens on dungeon completion? What about entering 2 dungeons? other weirdness?
* should log player out and be done, should render 1st dungeon useless (can no longer log in)
2 hours
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Something weird happened last night. I was about to go to bed, and from the time it took to walk up the stairs to my bedroom, I began thinking about AirConsole and how hard it would be to convert T&T to that platform. Then I started thinking about if it was possible to do without javascript and without a total rewrite of the game.
My brain then went to "on fire" mode as I walked through the system of what would need to happen, and I was pretty sure that I could do it with only a few minor changes. All I would have to do is create temporary users with random names and passwords, log players in on creation, and then add game players to a dungeon. I could use the dungeon ID's as the join code. I could look at the dungone progress to determine when joining would be disabled. I couldn't sleep I was so excited.
So after work I was really happy to get to work on this. I was happy all day, thinking about how, after all this time, and all these breaks, I still come back to this project. So I sat down, and in 2 hours had the basis of it going; I can quick join games.
I was a little sad because all of the work I did for the profile, where I envisioned people building their characters and viewing their records would be lost. As I learned tonight, though, the beauty of building quick join on top of my existing codebase is that they can coexist; temporary players and profiles can play alongside each other.
So here's a brief todolist:
* index page integration for quickjoin, quickcreate, quickwatch buttons
* warning on logout page for temp players
* quickjoin integration in player profiles; sunsetting invite sytem
* add ID to watch_dungeon page for reference
* testing: what happens on dungeon completion? What about entering 2 dungeons? other weirdness?
* should log player out and be done, should render 1st dungeon useless (can no longer log in)
2 hours