Current Projects

I have been really busy with work recently but I’m making some time to discuss my current hobby projects. One of these project is more of a solo gig and the other, I’m hoping, will start with me doing most of the work at first but eventually I’d like other developers to join in and help.

This first project is similar in style to Arthur’s Grove (AG). AG was a little game I released not too long ago but this time I’m stepping up my game a little more now that I’m more comfortable with a lot of the game mechanics I used when developing AG. The worlds are completely different and the stories have nothing to do with each other (not that AG had much of a story anyways) but the game itself will be similar in style because I find myself gravitating towards this style of game a lot.

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The tech is also a bit different. Here I’m relying more on the Tiled Map Editor to set collision boundaries and add entity objects into the level. The Tiled Map Editor exports to JSON which I then parse using Duktape. I have been using Duktape for a while and anytime I need to do a bit of scripting on parse Javascript/JSON it is my go-to library!

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The second project has recently grown in importance to me since, apparently, Snoxd has been down for whatever reason (most likely due to the lack of contributing community members). As much as I would like to see Snoxd succeed, my feeling is that the private KO server community needs strong developers and not a bunch of “binary hackers.” A community that doesn’t share will never grow and a community that doesn’t support and praise good contributions will never provide the positive reinforcement necessary to keep people contributing. Sometime in the future I’ll write up a more complete article on my feeling towards the KO development community and a direction for where I would like to see the community head towards in the future. But nevertheless, I have been working on a completely new implementation of the KO AIServer architecture using SDL2 and MySQL server. Currently I’m able to spawn in a group of NPCs with this custom code and have the AIServer communicate with the stock 1298 Game server which allows the player to login and see the NPCs. Most of the work here comes from re-implementing the multi-threaded nature of the AIserver using SDL2, along with all the network calls using SDL2 Net. This code is completely cross-platform and will compile on Windows/Mac/Linux.

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One very important reason for using MySQL server instead of Microsoft’s SQL server (which the official USKO, as well as all private servers, use) is because if you were to compile the KO servers on Linux you would will need access to a Microsoft SQL server on another remote windows machine. Therefore, no matter what, a machine running Windows is necessary. However, if the database is a MySQL database this isn’t an issue as MySQL can be installed on any prominent operating system. Hell, even a custom coded server running Sqlite would provide more versatility than SQL server (but I digress).

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So that’s the sort of stuff I’ve been working with recently. If you have any questions, or would like to help contribute to the OpenKO project, let me know. The long-term idea is to replace each of the KO game servers for the stock 1298 release one at a time. Once this is complete and the binaries are virtually interchangeable with the originally released 1298 private server binaries we will start writing a custom 1298 client using SDL2 and OpenGL. This is the tentative plan, and likely won’t recent full attention until I have finished my PhD and have find a job. But the progress made so far is still quite an accomplishment relative to the stagnation which unfortunately permeates the KO development scene. This will eventually change though because I know there are passionate developer out there and I would love to help be apart of that change.