Jahed Ahmed Software, Games

FrontierNav Update (2017-03-19)

User Profiles

I've added user profiles. They existed before but were rudimentary, now they're a bit more fleshed out. Here's mine (link).

My user profile.

There are two types of profiles: Community Profiles gives an overview of the user across the website, and Game Profiles gives an overview of the user for a specific game.

With game profiles, you can also mark the status of a game (playing, completed, etc.) and keep track of your progress as you mark pages such as locations and missions as complete.

I actually released this feature almost month ago but forget to mention it since Breath of the Wild came out!


FrontierNav Update (2017-02-07)

App Notifications for Game Events

You can now see game events in FrontierNav. Currently the only ones implemented are the Global Nemesis events which are retrieved from Miiverse.

App notifications.

The biggest feature here is that you can subscribe to these events to get notifications on your phone, tablet or computer. So you don't need to keep looking, the app will tell you when something's changed!

Other Changes

  • Revamped the Settings page into multiple pages for each section: Profile, Preferences and Subscriptions.


FrontierNav Update (2016-12-25)

Redesigned Game Pages

Game pages have been redesigned and now have search. The plan here is to better support the new multi-game, multi-guide user flows.

Game Page

Users aren't just restricted to one game and one guide now (i.e. Xenoblade X and Maps). In the near future, I could add a completely different interactive guide like an interactive Pokemon Sun/Moon Type Chart.

The possibilities are endless! Though, restricted by my free time >_>


FrontierNav Update (2016-11-06)

Enemies and Materials

  • Added Normal Enemies to the Xenoblade X map.
    • Details include stats, drops and categories
    • Data was scraped off this existing guide. Some of it isn't accurate (like enemy names) so eventually I'll need to go through and fix it manually.
  • Added icons for enemies indicating the category they belong to with colour coding for tyrants.
  • Added Materials
    • Just the names for now so you can find which enemies drop them.

Enemies



My first attempt at making a Unity game

I've started going through my old blog posts on Tumblr and found my first ever attempt at making a game in Unity back in 2014. It didn't really get anywhere but it was kind of fun. I had zero knowledge of 3D modelling and hadn't made a game in 3D so pretty much everything was new to me.

Unity Game

The aim was to create a shoot 'em up where you can shift the camera angle from 3D to 2D. Similar to Paper Mario but more action-oriented.

It was the first time I also used a game engine like Unity, with its packaged interface and workflow. Can't say I enjoyed it. I did however enjoy learning to use Blender and making very simple 3D models. Figuring out how to texture and UV map was hard though but it was getting there.


Browser MMORPG Update #1

Small progress update on that multiplayer game I started.

MMORPG Preview

Added:

  • Collision detection
  • Custom usernames
  • NPCs

The main progress point was finally getting collision detection to work. The problem was Phaser's TiledMap needs a layer specified for collision detection on maps that have multiple layers.

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Playing around with Phaser and Websockets

Played around with websockets using Socket.IO and Phaser today and hacked together an extremely barebones multiplayer online game. The client will probably die with 10 peers so I'm not calling it an MMO (even though the project name is literally "mmorpg"). The amount of optimisations you need to do to get so many active players on the screen updating in real-time is pretty amazing.

MMORPG Preview

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My First True GameDev Project: rpg-one

I was sorting out my projects folder today when I came across this. One of my first original projects from 6 years ago (2009) simply dubbed "rpg-one". The aim was to create a top-down action RPG. It was my first fully planned project with priorities; a first for me at the time after months of overly ambitious abandoned projects.

rpg-one

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