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Value Application

Technical Combat

The final part of the combat event sequence, before the logging, is the application of the final ...

Updated 1 year ago by cheese

Combat Events

Technical Combat

Combat events are damage, healing and aura events that are reached via the entrypoints into the c...

Updated 1 year ago by cheese

Entering the Combat Script

Technical Combat

There are a number of functions that are intended as entrypoints into the combat script, which ar...

Updated 1 year ago by cheese

Auras

Technical Spells

Auras are temporary or permanent effects on a unit. They can be DoTs, HoTs, buffs, debuffs or abs...

Updated 1 year ago by cheese

Interactables

Technical

Interactables are objects in the game world that can be interacted with, and trigger a specific e...

Updated 1 year ago by cheese

Movement

Technical player Scene

Player movement is controlled by the handle_movement function in the player script, which is call...

Updated 1 year ago by cheese

Joining and Leaving a Server

Technical Multiplayer

Currently, the game can only be joined on a dedicated server. This server needs to be built with ...

Updated 1 year ago by cheese

ssh

Initial Setup

The Raspberry Pi OS can be set up with an rsa key already authorized. If this is not the case, a ...

Updated 1 year ago by cheese

doas

Initial Setup

doas can be installed with sudo apt install doas After this, a config file must be created, opt...

Updated 1 year ago by cheese

Wheel

Initial Setup

Raspberry Pi OS does not have the wheel group by default. It can be added with sudo groupadd whe...

Updated 1 year ago by cheese

Python and venv

Shiny Tech Stack

Python is supposed to be simple. but if you want your scripts to not break at arbitrary times, yo...

Updated 1 year ago by Admin

monitoring

Scripts

import subprocessimport requests def run_ssh_command():    # SSH command    ssh_command = "ssh -...

Updated 1 year ago by Admin

Overall Design Choices

Class Design

The classes in this game all follow some overarching design choices which are described here. Ro...

Updated 2 years ago by cheese

Mobs

Programming overview Classes

Mobs are defined in one main class: mob this mob class implements the combat component, health b...

Updated 2 years ago by Admin

skills_component

Programming overview Component system

Skills component adds the ability to cast skills to it's parent entity. Interfaces: cast_skill(...

Updated 2 years ago by Admin

NFS - Network file system

Shiny Tech Stack

Shiny Space finally has a network file sharing system that seems like a solid setup. Previously, ...

Updated 2 years ago by Admin

Combat Events: Incoming

Programming overview Interfaces

To try and keep it "modular" and work with composition, we'll define several interfaces that can ...

Updated 2 years ago by Admin

Skill Types

Programming overview Skills and Combat

There are several basic skill types.  Simple abilities like Autoattack will usually only contain ...

Updated 2 years ago by Admin

Combat System

Charts

Updated 2 years ago by cheese

TempDBStuff

testbook-free

| name       | monip     | class | test   | testopt | testres | lastok     | status | lost | ok  ...

Updated 2 years ago by Admin