Calyros DevLog #9 - Organising Calyros, a website, Discord and Twitch
It’s been a while since I last updated you all on my progress. There’s a few reasons for that and I want to share them with you.
A lot of the time I’ve spent on Calyros in the last few months has been reworking existing code to make it a bit more flexible.
Networking
One of the early things I wanted to do as a proof of concept was networking between server and client.
This went really well and it was added to the game back in January.
Unfortunately, one of the problems I faced was that every time I wanted to add a new feature I had to implement both the client and server side code. Individually, neither of these things take very long, but context switching meant new features were taking too long to implement.
Also, Godot doesn’t like to run multiple instances on Mac, so switching between projects was taking longer.
To solve this, I created an interface for my client code (the part of the code responsible for connecting to the server) and used that to create a simulator. Now, instead of connect to a server when the player logs in, the client just pretends to connect to a server. The simulator allows me to build and test the networking packets, without actually needing to develop a server alongside the game.
Project management
I began using a project management tool to organise all the tasks I have. This took a little while to set up, but by the end of the process I had a really clear road map for the project.
On top of organising myself, I’m also considering allowing some others (who’ve shown interest) to begin contributing to the game. If that happens, I’ll need to be able to direct their workload too!
A website
I didn’t want to spend loads of time on building a website as it’s still very early days, but I’ve created a website for Calyros. Have a look?
At the moment, it allows people who’re interested to register for a mailing list and helps direct people to other resources (this blog, my itch page, My BlueSky and…
Discord!
I’ve set up a Discord for Calyros! I’ll be posting updates and announcements here and I build and generally just hoping to collect the various people who’ve shown interest into one place.
Twitch
I did a stream on my Twitch last week and really enjoyed it! I didn’t get loads of engagement, but that’s okay - some people came and watched for a bit and I got some stuff done!
I haven’t ironed out the schedule, but if you’re interested in joining me as I code, please subscribe!
For now, that’s my update. In the next few weeks, I’ll post again! I’ve got some lovely graphical updates to share with you all!
~ S
Calyros - A multiplayer RPG inspired by Ancient Greek myths and monsters
Weave your tale as a warrior, artisan or wanderer in a land touched by ancient powers.
Status | In development |
Author | sammakescode |
Genre | Role Playing |
Tags | 3D, Crafting, Fantasy, Multiplayer, No AI, Point & Click |
More posts
- Calyros DevLog #10 - Walls, doors, windows and floors!10 days ago
- Calyros DevLog #8 - Character actions, pathfinding and animationsFeb 14, 2025
- Calyros DevLog #7 - Adding terrain, rocks, trees, day-night cycle and theme chan...Jan 30, 2025
- Multiplayer RPG DevLog #6 - Chatting, networking and project restructuringJan 23, 2025
- Multiplayer RPG DevLog #5 - Introducing CalyrosJan 18, 2025
- Multiplayer RPG DevLog #4 - Create rivers, with maths! (and shaders)Jan 17, 2025
- Multiplayer RPG DevLog #3 - Terrain textures, shaders and wasting timeJan 17, 2025
- Multiplayer RPG DevLog #2 - Creating terrain using array meshJan 17, 2025
- Multiplayer RPG DevLog #1 - Creating a heightmap and unit testingJan 17, 2025
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