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Tradeskills and professions!!


I am making great progress on tradeskills and I wanted to share a teaser.  The game development is much smoother now that I have a fairly solid code base to utilize.  I have to say the worst part of game development is still writing the GUI code.  It just never looks right or behaves quite the way I want.  Below you can get a view of what the ‘foraging’ tradeskill will look like.

Tradeskill foraging skill berries


Regression testing made easy


Building testing right into code makes life so much easier.  It may seem like a huge waste of time, but when you don’t have much time a simple error message makes a world of difference.  Debugging without a clue is no fun, so glad I over error message. Test early and often!

Easily found bug

On that same over-protective coding note… I have been writing my server side ‘stop client-hackers’ for every protocol message.  Here is to hoping the game will not be ruined by exploiters!


Shops & Splitting Piles


Sorry for the lack of updates.  I am still plugging away at Kisnard Online.  I started to work on the shops interface and that caused me to incorporate currency!  Due to this I had to re-work all of the move/swap/split/combine piles code from various containers for stack-able items. Buying and selling items to shops is really cool.

Shop sell tab

I’m still testing the various combinations of ways to move from A to B, but no bugs so far *fingers crossed*.  Right now there are 20 different ways you can move something from the bank window to either the Backpack/Bank/Character/Ground.  Fun Stuff.

Testing ways to move from A to B



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News

Accounts

Game Features Create Account
Release Notes Manage Account
Download Game

Community

Support

Discord FAQ
Leaderboards Gameplay Help
Screenshots DEV and GM list
Wiki Policies and Rules
- server - local