This is a boring update. This week I decided that the name and description fields I got working in my database shouldn't actually be part of the database. I should be using the ID of the world, realm or zone to look up the name or description from some static file bundled with the app, that could then be localized. So, I've found the translation package I'm going to use, it's called Slang, and it reads from Json files stored in the Asset Bundle. Easy enough.
The thing I've been trying to solve this week though, is how to integrate them into my editor, which will be a flutter-web app, and thus can't edit the JSON files in an immutable asset bundle. They need to be served by a webserver and then read from and written to. Serverpod provides its own webserver called Relic, but the documentation for how to use it is really lacking. As an experimental feature, that's to be expected, but due to the amount of time I've spent trying to figure out how to make it work with Relic and failing, I'm looking into a local storage solution using flutter_secure_storage and then seeing if there's a way I can export the json files for download... still figuring this bit out.
Since this update was relatively uninteresting, I'm going to tack on a small idea I'm mulling over for my design. Similar to Torn.com and Mob Wars: LCN, players can assume the role of a citizen who contributes to a guild or syndicate which themselves contribute to a player-driven economy. I'm thinking for my game, the upper echelons will not be driven by players, instead the guilds/clans may pledge fealty (or not and remain neutral) to one of several kingdoms. The kingdoms will be ruled by NPCs, each playing a lite, server-side only 4X strategy game with and against each other, and their declarations of war, established trade routes and peace treaties will affect the world state, which players and guilds/clans can influence by throwing their support behind one kingdom over another.
Anyway, that's it from me tonight. Have a good one!
Cheers,
Dan.
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