State of the Game

It’s time for a short update about what’s going on with Trolddom and what will happen next. My goal is to keep the updates a bit more consistent and avoid long months of radio silence making people think that nothing is happening. More information about what I’m working on and more numerous, but smaller, updates to the game. Next big patch Last big update increased the level cap from 10 to 20, which was great when it finally happened, but it just took forever to get out the door.
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Still Alive

Finally it looks like something is going to happen. The first large content update for Trolddom is imminent, with the main attraction being an increased level cap. Yeah, it has taken a while as I greatly underestimated the amount of time it would take to add all the stuff that I wanted to add. In my previous blog post I stated “the vast amount of work is related to coding stuff”.
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The Road Ahead

Trolddom has now been in Early Access for a few weeks, Zuthyg the Golden killed 324 times, 9622 quests have been completed, and crab men have claimed 572 lives. This might be a good time to write a little about what’s next for the game. It kinda hurts me to write this as it feels a bit like wasting time, that would be better used working on the game, so I’ll try to keep this short and concise.
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C++ Pitfalls of Online Procedural Worlds

*Crickets* Okay, maybe it’s time for me to make a blog post about something. Let me see… Well, maybe I should talk a bit about some interesting bugs I’ve had fun with while working on my pet MMORPG project. These bugs were related to procedural world generation and they were really kinda annoying to track down. They were caused by some silly misconceptions and wrong assumptions I had about the C++ standard library.
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You shall not pass!

Even though Trolddom might lack in the flashy graphics department, you’ll find that in terms of baseline game mechanics, it is very similar to traditional MMORPGs. Anyone who has played a game like World of Warcraft, should be able to intuitively understand how most things work. The 2D grid nature of the game, however, leads to some fundamental differences, one of them being how movement is blocked by other players, enemies, and NPCs.
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