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8h 39m 30s logged

socket.io is cool, BUT

So. 8 hour devlog, my bad, but I’m going to start by talking about the thing that I’ve been mostly fighting with today.

The networking backend that I’m using for LARPARDY is Socket.IO, which works similarly to (and usually on top of) WebSockets, but with a lot more quality of life features and ease of use for specifically these kinds of situations.
I have been fighting for a few hours today trying to figure out why I could not, for the life of me, get socket.emit to work on the client.

It was, in fact, one setting, retries, in the client config, stopping it from working, for SOME reason. Oops.

Anyways…

PROGRESS! (GAME!)

Progress has been steady! Most of the changes that I’ve been making have been making the client more workable as I make new components, and actually more planning out the infrastructure. I’ve designed some new UI elements, moved where some state is stored, and so on. I have a bad habit of overplanning, or rather, being too worried about planning big projects like these, because I like to avoid having to do cleanup work later (like the cleanup that I’m doing on the client right now). It’s not strictly a bad habit, but sometimes it’s better to just write the code rather than spend hours deliberating about micro-optimizations with yourself.

I believe I am now ACTUALLY at the point where I can begin properly building the UI for the game board and the frontend & backend aspects around that.

This was more hidden work (and… fighting with the socket.io client, apparently) so I don’t have too much to show this time either, sadly. BUT, I did finally design and prototype the lobby! So you do get something fun to look at while I work on everything lol

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