The last version of Medieval Realms (version 1.8) was released on the 8th of October 2020 which introduced Potions and Animal Breading. Since then, I’ve been waiting for the new API. But in the meantime, I have been working on a prototype for the new MR plugin on a local test server. So, the horse and cart didn’t stop completely. It just went a little slower. Not time for the knackers yard yet.
Let it be known that the new API albeit similar to the old API it’s certainly not the same beast. It’s currently missing a lot of features. Which unfortunately is going to delay the release of the new Medieval Realms plugin. But on the plus side, it does include some awesome new features. Which I will need to get my head around. Including, but not limited to prefabs. Prefabs are Prefabricated Objects. Prefabs aren’t entirely new to me, as I have in the past created basic Unity-Engine based games (for learning purposes). It looks to me like it’s even now possible to use Unity Animator scripts on these game objects.
To start, I’ve already upgraded my IDE (an Integrated Development Environment for writing code) and setup a basic “Hello World” version of Medieval Realms. You will see that this is already live on the server. For non-programmers, a Hello World app is the simplest app you can make in any programming language, it normally just prints the words “Hello World” to the console. In my version it prints out the Medieval Realms text and version number when you first log into the server.
This does mean that I will be (yet again) rewriting the plugin from scratch. This will be the fourth time I’ve done this. This may seem like it’s unnecessary to some but believe me it’s not. The code that I write today, compared to code that I wrote in 2017 is completely different. I also put a lot more thought and planning in, as opposed to the “just bash it out code” of days gone by. In fact, I’m usually appalled at how my old code looks, and wonder how I even got it working in the first place.
In my prototype version I tried out a whole bunch of new features. Some of which will be ditched, but some of which will defiantly find their way into the new plugin.
With all that said, I’m sure some of you would like to know what’s coming next for the new Medieval Realms now that the API is out.
As it stands there are some critical elements of the API missing to get the Land Claim System working, I’ve had a chat with the game developer about this and he’s going to see what he can do. So, fingers crossed it won’t be too long before I can start in anger.
The plan is that the first versions of the new plugin will focus entirely on the Land Claim System (AXES 2.0). There will be a temporary, I will say that again, temporary economic system to enable the purchase of new land which will be based on time played. Please bear in mind that MR is my hobby, I can’t provide solid timescales for the deployment of certain features as I only get a couple of hours here and there to work on my programming.
The second phase will be the introduction of the Realms Bank which will accept Gold Ingots for crowns, and crowns will be used to buy land deeds in the same way you did on the old server. At this point crowns for time played will be removed. The purchased Land Deeds will protect your land, however, please note, that players who have not logged in for six months or longer will have their Land Deeds set into a `vulnerable state`. This means that another player will be able to take over the land – should they choose so. This feature is working in my prototype so expect this to come. I’m mentioning this now so that you are all aware of this.
Finally, I would like to talk a little about custom game items. I know there has been a lot of questions about this both in our discord channel and with direct messages. Custom items will eventually come. I can’t stress the world eventually enough though. There is a lot of work required to get the plugin back to the functionality of the old one. Land Claims, Economy, Gemstones, Shops, etc. Only once all this is done will I have time to move onto the careful process of introducing new game assets. The goal of Medieval Realms as a plugin is to seamlessly integrate into the Rising World game. This means that everything that is released needs to be (to a fair degree) polished and add something extra to the game that’s worthwhile.
When items are eventually added, they will need to meet several criteria. Criteria such as high quality, both polygraphically (did I just make up that word?) and texturally, as well as in functionality.
I will end this update here before I make up any more words. Time to get coding!