GitHub PushEvent at 2014-03-28 20:39:18
Repository: twelvesands
Actor: scotchfield
Payload: {"shas":[["311af7655e2c5960114c4bcef985de624dc2f753","332e5ae380c1d476a386a1b2e8783fa1c8e38698@gmail.com","Asynchronous duel code.\n\nOf all the things that Twelve Sands was able to do, this is one of\nthe things that I'm most proud of.  It's not a gigantic technical\nachievement (although it is kind of cool), but the fact that you\ncould have real-time duelling with full state management against\nanother player online at the time was satisfying.  Some of my\nbest memories of actually _playing_ the game were the real-time\nduels.\n\nLater changes to the combat engine made some of this redundant,\nand it might not be in a fully functional state now.  However,\nif it's not, I'm certainly going to get this up and working again.","scotchfield",true],["cbbc3863350dfc559b2adfcd33a8b60a5fc0c62b","332e5ae380c1d476a386a1b2e8783fa1c8e38698@gmail.com","Enchanting interface.\n\nThis was another big addition to the engine that I was really proud\nof.  Enchanting was a concession to database storage, and required\na considerable amount of rewriting in the code to support what was\nessentially a second index (artifact identifier and enchantment\nidentifier).  I think it was worth it though.  This was never tested\nagainst huge amounts of data or players, but I'm fairly confident\nthat the code was resilient enough to support a larger player base.\nPlus, it's cool to be able to sink artifacts for gems, and to add\npremade enchants to any artifact of a particular type.  Another\none of my favourite parts of developing the game.  :)","scotchfield",true],["d2e79cb51aff434c4ef5fa0c7d78753bda6a1250","332e5ae380c1d476a386a1b2e8783fa1c8e38698@gmail.com","Achievements support.\n\nOne of the most interesting additions to Twelve Sands, from a\nplayer perspective.  When Twelve Sands was unable to provide\nenough content for players (i.e., when players were so interested\nin the game that they blasted through everything I could offer\nfaster than I could generate new content), achievements gave them\nsomething meaningful to work toward.\n\nI really like this system, in its efficiency and in how easy it\nwas to add new achievements.  A few lines of code and a database\nentry, and the achievement was live.","scotchfield",true]],"size":3,"ref":"refs/heads/master","head":"d2e79cb51aff434c4ef5fa0c7d78753bda6a1250"}