Jacob Coleman

Networking Programmer

Core Systems Designer/Programmer

Role Overview

My name is Jacob Coleman. I am one of the two programmers for Conjure Quest. I was responsible for the core systems and networking components of Conjure Quest. I also created map generation and helped with aspects of player functionality. With only two programmers, I knew my contributions on this project would be demanding. I was very excited, though, to work with my peers on making this game a reality.

Networking

The networking aspect of Conjure Quest was a project in of itself. Everything on the map is randomly generated upon the start of the game and has to be synchronized across the server. Up until this project I had very little knowledge on how to create a networked multiplayer game so throughout the project I was teaching myself how to make everything work across the server.

I spent many hours researching how to resolve issues and reviewing networking documentation. There was a lot of trial and error while working with our networking plugin of choice, Photon 2. While I found creating and joining the actual lobbies was a much simpler task, creating systems that had to pass through the server was a challenging feat.

Map Creation

I went through a plethora of iterations and ideas tackling map creation. Each tile type has an associated percentage that dictates how many tiles are generated into the game. Currently this allows variation of map style to be selected from the lobby. While we are excited about his feature, we want to expand it by making the map tools available so players may adjust the game to their own preferences.

My journey with map creation was speckled with challenges. Each tile create 6 nodes; these nodes are important because they are utilized by settlements and units to create effective game play. While creating an effective node system, various difficulties were discovered. For example, nodes spawning in strange locations, inability to interpret surroundings, and ineffective information relayed across map were common issues I came across. I found more efficient solutions to these problems by refactoring my code. I also discovered a more efficient alternative to grid spawning and refactored my code once more to implement this solution.

Evolution of the Grid

Contact Info

LinkedIn: Connect

Business Email: jacob.r.coleman05@gmail.com