The Story So Far

I've been plugging away at base features. The list so far is as follows:

  • Re-implemented map traversal
    • This had been memory-based, local to the application server. Now it's dripping in Promise-y goodness; the map management system loads requests from Redis cache instead. And it's super fast! Typical requests, on my development machine, take 3-12 ms, and up to 20 ms when loading new chunk data.
  • Added world-save
    • Yes, now you can save the world! Actually, it's for storing things long-term. This task runs on a 1-minute timer; everything that needs to be saved to the database is loaded from the Redis cache and stored in MySQL. I don't have much to say about its performance yet, since I am only saving the test character's data. That takes anywhere from 8-43 ms.
  • Implemented window resizing
    • It seems like a small thing, but being able to rotate my iPhone and see the game take its proper dimensions and sizing is a nice thing.
  • Audio subsystem
    • I've never worked with HTML5 audio, apart from an iTunes-alike I wrote in college. However, I've written a custom loader which accepts sound file data from the server on-load, caches sound files locally, and handles any number of sounds dynamically. And on that note...
  • Character footsteps
    • The main character plays a light, grassy footstep when walking around the world. Seems like a small thing, but man does sound add depth to the game.
  • World Clock
    • The game tracks time at a rate of 1:60 (1 second our time is 60 seconds game-time). And with that comes...
  • Day/Night Cycles
    • Truly a cool thing; at 8pm (game-time) the sun begins to set, until near-complete darkness descends around the player at 10pm. And at 4am, the sun begins to rise again, returning the world to full brightness by 6am.

The game is really turning out well, and I'm implementing features at a startling rate. I'm looking forward to the coming weeks.

Next up:

  • Returning the UI to its former glory.
  • Adding proper account, character and family creation.
  • Reinstating multiplayer.
  • Adding chat.

Until next time!

Welcome to Ghost

You're live! Nice. We've put together a little post to introduce you to the Ghost editor and get you started. You can manage your content by signing in to the admin area at <your blog URL>/ghost/. When you arrive, you can select this post from a list on the left and see a preview of it on the right. Click the little pencil icon at the top of the preview to edit this post and read the next section!

Getting Started

Ghost uses something called Markdown for writing. Essentially, it's a shorthand way to manage your post formatting as you write!

Writing in Markdown is really easy. In the left hand panel of Ghost, you simply write as you normally would. Where appropriate, you can use shortcuts to style your content. For example, a list:

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    • A nested item
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or with numbers!

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What about Images?

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The Ghost Logo

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Sometimes a link isn't enough, you want to quote someone on what they've said. Perhaps you've started using a new blogging platform and feel the sudden urge to share their slogan? A quote might be just the way to do it!

Ghost - Just a blogging platform

Working with Code

Got a streak of geek? We've got you covered there, too. You can write inline <code> blocks really easily with back ticks. Want to show off something more comprehensive? 4 spaces of indentation gets you there.
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Throw 3 or more dashes down on any new line and you've got yourself a fancy new divider. Aw yeah.

Advanced Usage

There's one fantastic secret about Markdown. If you want, you can write plain old HTML and it'll still work! Very flexible.

That should be enough to get you started. Have fun - and let us know what you think :)