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Exporting Characters and Updated Roadmap

In the recently deployed version 1.0.18 of Trolddom, I’ve introduced the option of exporting and importing characters. This allows you to grab your character from the official server and import it into your offline mode or a custom server. That should all be quite straightforward, but it gets a bit more complicated when you start moving characters between different custom servers. In this…

Demons For Everyone

The game has been buzzing with activity over the holidays, due to all the new players brought along by the Steam winter event. Didn’t expect to have the all time highest number of players online more than a year after the original release. Anyway, activity might drop for a while, but it doesn’t mean that the frequency of game updates will. At least I hope not. In this short post…

Modding Trolddom: Getting Started

The possibility of modifying Trolddom has been around since the start, but it has been quite an obscure feature. Recently some players have been trying their luck with it, so I decided it was time to streamline the procedure a bit. Patch 1.0.12 hopefully makes everything a bit simpler. This blog post is the first in a series where I try to show how things in the game can be changed.

Adding Offline Mode and Custom Servers to an MMORPG

Recently the Stop Killing Games movement got a lot of attention and sparked a lot of debate (and flame wars). While I’m not exactly planning on killing my homemade MMORPG Trolddom, it inspired me to look into making it “kill proof” with an offline mode and support for custom servers. It seemed like a fun little on-and-off summer project at the time. In this blog post I’ll…

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…

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”.

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…

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…

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…

Trolddom

Finding time to ramble on a blog can be quite tricky when you feel that any minute you spend on it, might be better spent actually working on your project. If I was just following my nature, I’d long ago crawled into a mountain cave, just to sit there to crank out code, only to come down from the mountain occasionally to stock up on canned beans. However, I’m quite aware that such a…

MMORPG Data Storage (Part 2)

All the simplest, and probably most reasonable, designs entail that a client will only ever be connected to a single game server at a time. This implies that once in a while the client will have to switch from one server to another. As mentioned earlier, this could be when he enters through an instance portal into a dungeon, or if he takes the boat to another continent or island.

MMORPG Data Storage (Part 1)

Now it’s time to dive into the wonderful world of data storage for MMORPGs. If your business is MMORPG, player progress data is going to be your crown jewels and handling them with care is essential. Players tend to invest a lot of time and effort into these kinds of games, so if they lose anything they’ve acquired or accomplished in the game, they’re going to be very unhappy.…

First Post

Last time I made anything resembling a blog, I don’t think the word blog had been invented yet. In order words, it’s been a while. What’s the occasion, you might ask? Well, long story short, for a couple of years I’ve been dabbling with solo gamedev, and I think it’s about time I start sharing with the world what I’m up to. No, I’m not gonna try to sell…

About

Hello, my name is Rasmus, and I’m here to talk about stuff I’m working on. You can contact me at neckelmann@gmail.com or on Twitter. You can also take a look at my github. If you want to support my work (or appreciate the lack of microtransactions in Trolddom) you’re welcome to buy me a cup of coffee.