Now that we were rolling, the excitement began to build. For us,
the reality of having something working sparked
strong enthusiasm.
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The rest of February saw a lot of progress on the fundamentals of the game.
Knowing that the project was going to be completed, we actually registered
the applet with the Java Cup International form, which we were hesitant to
do until this stage.
By March 1st, Jay had designed
animations for the client, and started looking around for
sound files so that he could add audio. Alex worked to polish
the server internally, adding paratroops and guns, and redesigned the
terrain generation to use geomorph tiles instead of being totally random.
With these improvements in place, the first live test session was run
that involved players who weren't on the development team.
The feedback
from actually running the game kept Alex busy fine-tuning the internals
of the server and had Jay adding a number of touch-ups to the client as
well, which resulted in a much cleaner game for the following day.
By the middle of March, the focus was on cleaning up bugs on the client
side. With some free time on is hands, Jay designed the game concept and
WWW pages that form the entry to the game from the user's point of view,
while Alex worked on adding a login protocol that would work to let
players log in, chat, and start new games in the server.
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