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08/03/08
08/04/08
08/06/08
08/14/08
08/29/08
09/17/08
11/16/08
12/04/08
This page will present ongoing
changes to new versions of "To Be King".
Expected release of v0.9.8 is November
1, 2008.
I've begun working
closely with Tim "Sudden Death" McCarron on making vast improvements to
the game. Tim is far more knowledgeable on how to get the Vassal engine
to do things that I didn't even know were possible. In the short time
we've worked together, I've already found his assistance to be
invaluable and I believe we can all look forward to some amazing
improvements in future versions of TBK.
This page will be used as sort of a public journal on our progress
through these changes so you'll be able to see what lies ahead. Here's
a few things we're currently working on.
Improved Graphics
We're getting rid of the black and white labels on terrain tiles.
Here's
a sample of one of the new tiles:

Army and officer units are also being redone. The new units feature
adjustment buttons for adjusting the number of units on a counter
(which has been increased to 10) and for changing rank on officer
counters. They've been increased in size from 75 x 75 to 100 x 100,
also. Here's a sample of each:
Also, these, and many other counters, will be
making use of transparent overlays rather than full graphics for piece
changes. This should reduce the graphic size - and the TBK package size
- considerably.
Vastly Improved Automation
I'm quickly learning how to get things to trigger other things ...which
in turn, trigger more things, etc. This will greatly improve the
player's interaction with the game interface. The area that we're
concentrating on the most is the world creation process. I've already
figured out how to randomly place all the terrain in the Mariah
Midlands with the click of a button. I'm now working on having the
process run checks to insure the tiles that need to be there are
present and that Impassible tiles are not placed in invalid locations.
I'm pretty confident that future versions will reduce the time spent on
world building (now roughly 30 to 40 minutes, not to mention the engine
lag it produces) to just a few minutes and will involve little more
than a few button clicks. Since this new process will send tiles
directly to a location, rather than dragging them across the map, the
engine performance will improve dramatically ...it doesn't like a
multitude of things being dragged around.
There's several other areas we'll be addressing for automation. Future
versions should be much easier to use and should speed up game play
dramatically.
Entry 08/03/08
Officer unit updates
New army and officer units are being included. Officer units will
automatically change rank based on the number of enemy units destroyed.
Map window
tracking player movements
The module currently has an internal control that forces the map view
to move based on what other actions players are making. This is
extremely annoying as the map is constantly shifting when other players
are doing something. This has been switched so that players may either
turn this option ON or OFF in their preferences. This feature was
intended to be set this way for the public release and just got
overlooked. Sorry about that.
Entry
08/04/08
Automated World Creation Update
Tim sent me a mod change that now completely
builds the Mariah Lowlands area with a few mouse clicks and a bit of
player interaction ...mostly just to make some minor changes if certain
conditions apply. Overall, it is very cool! I'm importing those changes
into the official mod now.
Chart Windows
We're also working on having chart window displays
for terrain tiles with descriptions rather than the simple looking text
box that you see now. The new window for the bank has clickable shields
that will show the player status as far as whether they've hired a
broker or not.
Graphics
Labels
We're also getting rid of those funky black &
white terrain statistic labels. They are now graphically displayed and
very nice. Also, we now have icon graphics for Stop and Safety Zone
areas.
Entry
08/06/08
Automated World Creation Update
The Mariah Lowlands building process is now
imported and works great! It's a 7 step process that takes about 30
seconds to complete and builds the entire Lowlands area with a minimum
of interaction from the user ...mostly just checks to make sure there's
no Impassible terrain blocking the path of travel and making sure
forested locations are available where they should be.
Here's a sample shot showing the World Creator tool on the right. This
tool appears in a new game and disappears automatically when the build
of the Kingdom is complete. This shot also shows the step in which all
the terrain has been randomly and automatically placed and the creator
tool is telling the player to check and see if any Impassible locations
are blocking the line of travel. The system highlights these locations
in red to make them easy to spot.
You'll note there's an Impassible location on the far left that's
blocking the bridge into town and another sitting right in front of the
stone bridge that connects the two halves of the Lowlands. These
obviously have to be replaced. Here's a shot showing the one in front
of the stone bridge being replaced. Just right-click it and select
Replace Tile and it places a new one.
Once you've made the changes, click the button on the creator tool and
that will take you to the next step. You'll also note the improved
terrain statistic labels we've incorporated into the mod. Moving
onwards to automating the Midlands now.
Entry
08/14/08
Automated World Creation Update
Tim has sent me a complete version of the world
creation process for the Kingdom map. I'm busy importing into the
official mod. I've just finished the Midlands area and am moving on to
importing the Wastelands build process.
While I'm doing that, Tim is going to tackle automating the character
creation system and how the character's inventory and other things are
handled. Things are looking good!
Entry
08/29/08
Automated World Creation Update
It's been a while since I've made an entry in this
journal. But, that's not to say things are slacking off. The world
creation for the Kingdom map is complete. It now takes just a couple
minutes to build a completely random world on the Kingdom map. Tim has
also completed the Catacombs map build but it hasn't been imported into
the official version yet.
Restructuring
the Player Characters
Tim has also shown me a preview of what's to come
for the player tokens. Really exciting stuff! A character's race will
now be tied internally directly to the contender and the player's
inventory sheet will now handle all the player's statistics so we won't
need to use those ugly little text boxes anymore. Things will also be
much more automated, which will greatly reduce the need to update and
keep track of things. We're quickly moving towards our goal of
automating the game to the point to where people can just play and all
the mundane stuff is taken care of by itself.
A New Game
for Trivia Buffs
While Tim is implementing all this cool stuff -
I'm leaving it to him as I tend to get lost trying to figure out how to
make things work - I've been developing a new game. It's a
semi-strategic trivia game that can be played with a built in deck of
trivia cards or can be played using external cards from any trivia
source. Here's a quick peek of the game board:

The most time consuming part of this will be creating the trivia cards.
If there's any trivia fans out there who would like to build card decks
for this game, let
me know. I'll provide all the tools and instructions you need. It's
not too complicated ...it just involves making PNG graphics for each
question (template provided) and simple instruction on how to create a
deck.
Stay tuned for details on this one. I'll probably set up a new web page
and forum for this game as things develop.
Entry
09/17/08
Automated World Creation Update
World creation system now includes the Catacombs
map and Tim is working on the Palace map. I'm also going to be
implementing the pre-game Merchant setup into the build process soon.
Game Events
I've restructured the Events buttons so that when
you click the Event button to generate an event, it is now generated
automatically as opposed to sending a message telling you to draw a
card or roll D4 gold pieces, etc. In other words, cards will
automatically appear, windows will automatically open, items and gold
will appear spontaneously, etc. Works quite well and reduces a lot of
the steps involved in the Events process. Event buttons have been
updated on all maps. This will continue to be improved as things move
along ...for example, if a Roamer is generated, it will automatically
move to a random location based on its "Start" attribute, battle
statistics (hit points, run factor, etc.) will be generated
automatically when a creature appears, gems will appear with a randomly
generated base value, etc.
My next challenge will be to update the "Round Update" button so that
all updates are done automatically. This will be a big improvement over
the existing system as a specific player won't be needed to make sure
everything is updated between rounds.
Next Beta
Version Release
I originally set the next beta version release
date for 11/01/08. But with all the changes and automation that's being
incorporated into the game, we've decided to hold it until the rebuild
is complete. This may take a few months. In the meantime, we encourage
people to drop by the forum and tell us what you think or express any
ideas and suggestions. The current version has been downloaded a lot
but the forum is still very, very slow. We can't fix things if we don't
know they're broken or improve other systems beyond what we're working
on if we don't know there's a need. So ...speak up!
Entry
11/16/08
Hiatus
To Be King has been put on hold for the time
being. The amount of work that needs to be done to fully automate the
game is rather overwhelming and - after spending 2 to 6 hours a day on
it for a year and a half - I am totally burned out. So, I'm going to
put TBK on the back burner for a while until I get my interest back.
In the meantime, I've developed and finished the trivia game I
mentioned above. It's called Trivial Wars and a beta version will be
released very soon. Unlike
TBK, this game is fully automated and quite easy to use. It will not
use a built-in deck of trivia questions (as mentioned above) but can be
used with any 6-category type trivia cards (like Trivial Pursuit) and
is best played with several different card sets. Check out the Trivial Wars web page.
Click the pic below to see a shot of the game board in action.

Entry
12/04/08
To Be King is back in production. The journal is being continued on the
forum here.
©2008 - Rich Johnston. All
original artwork used by permission. All rights reserved.