Meilleure promotion du jeu

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alpha_one_x86
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Posts: 39
Joined: Tue Dec 22, 2015 12:53 pm

Re: Meilleure promotion du jeu

Post by alpha_one_x86 » Mon Nov 13, 2017 8:55 pm

Il y as un certain nombre de chose accessibles:
  • Faire des bon bots
  • Améliorer le contenu officiel
  • Améliorer le générateur de contenu
  • Faire le remake du client en Js + WebAssembly pour réutiliser le code existant
  • Rajouter les logs au client actuel
Il y as des changements assez sensible que je me réserve:
  • Divers changement dans le protocole
  • Changement de la compression dans le protocole
  • Backbone en P2P pour éliminer le Single point of failure
Developer of ImageUltracopier/ImageSupercopier and of the game ImageCatchChallenger

User avatar
alpha_one_x86
Site Admin
Posts: 39
Joined: Tue Dec 22, 2015 12:53 pm

Re: Meilleure promotion du jeu

Post by alpha_one_x86 » Mon Nov 13, 2017 8:58 pm

Ma todo crade est la:

Code: Select all

    Protocole:
        Pas de packet teleporte quand loose un combat contre bot ou wild (implique transmettre rescue map, unvalidated rescue map), chercher: tp on loose
        ping stats -> login, login -> master
        ServerSpecProfile std::string mapString;/// \todo support multiple map start
        previous moved unit: 08, direction: 01 -> merge into 8Bits
        overworld monster
        add zstd
    Datapack:
        Map commune mais variation de stat: Test  Gold 30%   Silver 1%   Crystal 0%
        Variations de skin de map
        Tron commun (item, ...) pour faire tourner les joueurs sur different serveur
        zone by region
    Site (33j):
        Espace pour les clients en ligne (achat de skin, joueur premium, ...), (30j)
        reputation + liens sur quests (2j)
        http://bulbapedia.bulbagarden.net/wiki/Team_Rocket (1j)
        Order items found on map by average luck, order monster by luck
        Given to the player after defeating Professor Birch's child in a battle
        Types: <multiplicator number="0.5" to="steal;electric;stone;bird;NOTFOUNDNOTREPPORTEDBYPHP"/>
        official-server/player.php, official-server.php: registred char
        <audio controls><source src="horse.ogg" type="audio/ogg"><source src="horse.mp3" type="audio/mpeg"></audio>
        warning if monster, legde, ... is not walkable
        useWithoutConsume flags
        Grass = Grass at night, drop at night
        Translation percent
    Client (70j):
        Proposer generation random du pass
        QMenu quand click droit sur autre joueur (5j)
        Varié le fond (background fight) en fontion des events (nuit/jour) (1j)
        Police pixel art (?)
        Buff sur attack/def pas codé CommonFightEngine::buffLifeEffect() (30j)
        Accept or refuse trade: better dialog with auto cancel (1j)
        doors et TriggerAnimation pointer not removed, created into MapVisualiserThread (3j)
        Amélioration de la navigation au client (fléche pour changer de boutton) (5j)
        Improve the path finding: bot, dirt, multi-map (10j)
        Do auto move for the bot (15j)
        Cache the news
        Cache the datapack hash to imporve the loading time, same on gateway
        The input is not in the .xz, decoder error: failback to .txt file
        readAllFileAndClose -> bool if ok, no abort but clean error return into datapack checksum
        Avant d'enregistrer le checksum, vérifier qu'il viens pas du serveur mais bien du contenu locale
        Feedback sur achat d'un item
        Quand liste de crafting vide, note pour dire: apprendre avec un objet
        Drop packet add object pour les drops monstres a 100% et quantité fixe
        QCompleter pour login, pour chat avec hightligt si ont parle de son nom
        bot: learn recipe, use recipe (if use berry always keep in bag)
        bot: total score
        http://doc.qt.io/qt-5/qhostinfo.html High availbility, parallele ipv4 + ipv6
    Server (161j):
        UPDATE `server_time` SET `played_time`=`played_time`+%1 WHERE `server`=%2 AND `account`=%3; -> not done for cluster
        Cluster/tree of serveur (multi part datapack, multi part database) (120j)
        Check max item sur player et dans warehouse, et max monster (3j)
        Merge bool on map and client var map (3j)
        C++11 only + TinyXml http://www.grinninglizard.com/tinyxml2/index.html (70j)
        Large performance optimisation (60j)
        max skill/buff on monster (3j)
        normalise par define taille de item, monstre, ... (6j)
        check reputation ask rewards/requirements (1j)
        computeFullOutcommingQuery send the output buffer max size to prevent bug on compression (1j)
        DDOS: Limit the account/charaters creation in global (3j)
        Calender pour cycle events (améliorer pour drop duplicate event) (3j)
        Reputation, vote possitif, negatif par joueur pour auto ban, auto mute (7j)
        Time out sans envoyer le protocol ou être loggé (1j) + Token life time + Token game server ip
        [MapVisibilityAlgorithm] -> MapVisibilityAlgorithm=0 -> More clear
        plant by player, not overall visible
        Online: 2 login server and 3 game server: repeated in loop
        rainbow tables: mettre un salt unique par account
        achievements monster, item, plante
        All the private key is set to 0?
        Limit via settings pour failure per second
        Server: PBKDF2
        maxAccountIdList,max*List -> queue
        bool Accept dymamic size, ProtocolParsingInputOutput pour limiter attaque par bande passante
        msgpack-> QSettings
        split B2    Register game server to have fixed size before auth
        Hidden played number by reserved value
        Blacklist easy pass
        Delay each same login try
        Smarter database disconnection for reconnect
        If listen socket failed: loop it
        recordDisconnectByServer() for all epoll server
        if too large pending delete refuse connect
        Pay to store = Max warehouse item/monster * fixed price
        Found id not used to use it, timer to parse X id/s
        Limit item into market by player and global
        Login server in proxy mode, <compression value="xz" /> need match with gameserver, add check at least
        Gateway: check and what do when the compression for login is not same as gameserver compression?
        Login: refused the server have the max player
        gateway, code proxy for http
        warning if monster, legde, ... is not walkable
        db commit at tcp packet query return (dedup blob update), intégrité
        cockroachlabs
        open to labs
        suggestion de pseudo via @ QCompleter
        MapVisibilityAlgorithm_Simple_StoreOnSender: Drop all player if remove all the remaining player (only him self)
        try db connect in loop is success on time
        support CPU with no support of unaligned access
    Tools:
        Commit + transaction for db converter
        server mode cluster: stats don't update player number
    General (130j):
        Remake des retours combat, duplicité de code à supprimé pour utilisation des objects, ... (60j)
        drop multiple MonsterItemEffectType_AddHp
        Bug fix general (70j)
        Chroot les fichiers pour pas sortir du datapack
    Test case (90j):
        Beaucoup plus de teste case (30j)
        CATCHCHALLENGER_DEBUG_PACKET_BY_CUT_AT 8
        Packet larger than 65535
Developer of ImageUltracopier/ImageSupercopier and of the game ImageCatchChallenger

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