12/6/2018:
Made a lot of internal updates, which eventually led me to the one thing that originally stumped me and made me stop development. I can now add business and persist data across new versions. Very cool, glad to have this figured out. This will allow me to constantly update the game without fear of players losing progress.
12/9/2019:
I've completed the back-end for this to be fully expanded (no pun intended) as OSRS progresses as well. We now support "Expansions", which are exactly that; there's the base game, and then we will have additional ventures you can buy your way into. No worries; this is not via MTX. You use in-game monies to do this. I've included some images below. Additionally, each expansion pack can be added in any order. Don't want KBD? Don't buy it. Skip straight to Cerberus; that's totally fine! I've made the system entirely dynamic to ensure you can genuinely customize your expansions exactly how you want. This is truly the golden time for this game. Now that majority of the back-end for dynamic gameplay is added, I can focus on content, which leads me to a proposal; I need someone with OSRS experience who would like to help me come up with new ventures. Please PM me if you're interested.
12/11/2018:
Progression with expansions continues. I've got a list of 15+ additional packs coming into OSRS-TM. From bosses to cities, I want the alpha release to be something enjoyable.
I've given the mobile UI a little TLC, looks much better now. It also uses tiled sprites so there's no stretching issues. The desktop version will have the same content features, but the UI & scaling will differ greatly between the two. Furthermore, the WebGL is being improved as often as I can. It runs perfectly fine on PC but it is not mobile friendly at all. I have scaled the app to 940x1440 as the native build resolution, and I am in desperate need of someone with an Android to download the APK and send me a screenshot. That's all you have to do. Then you can delete it.
Finally, more of a back-end note, but player saving via DAT -> JSON -> mySQL is underway. You will be required to register an account if you'd like to save progress to our database. This will make implementing features between the website & game seamless, so that's why we've chosen to go this route. As usual, thank you all for participating this far and just know we'd never be this far without everyone's support. Please PM me if you would like our Discord link.
12/12 - 12/13:
The project is set up on GitHub for better team management and version control.
Fixed an issue where rescaling from a really large resolution (basically 4k) down to 480p would remove and distort some of the UI.
Began networking and myBB profile integration. This will be necessary to play the game. You cannot log in otherwise.
Began data output (JSON -> Web Database (mySQL)).
Began data input (MySQL -> JSON/DAT -> Game Object/Game Info).
All transfers between web & game are encrypted to assist prevention of any security/game data tampering issues for the foreseeable future.
Started login UI & logic (below).
There is now pop-up text if you are unable to afford an expansion (below).
Emulator testing is now live via Android.
12/14 - 12/30:
Login server through forums is complete. You'll use the same credentials you use on the forums to sign in if you want data to persist/sync across all devices (:hurr:). Furthermore, made a few UI tweaks to make the main menu as well as the expansions menu a little more aesthetically acceptable. Thank you all for being part of the journey, and a special thank you to the few that have been consistently testing and providing me with useful feedback to keep this on the best possible track.
1/1/2019
Going to be categorizing expansions moving forward. The reasoning behind this is so there's not 1 large crowded expansion menu. Furthermore, it looks much cleaner and is easier for the developer (me) to navigate through the sub-menus rather than 1 really, really long menu. UI, as always, is still WIP and is subject (and likely) to change before a beta offering. Finally for this update, I have introduced a "cap" to businesses. As with RuneScape, you can only reach level 99, and such will be the same for each business. You may have up to 99 of each.
1/7/2019
Networking is complete.
Fixed a bug where your account could null if you didn't sign in.
Fixed a bug where you wouldn't be required to sign in.
Guest accounts are no longer valid. These have been deprecated and are not supported.
Fixed a bug where you could buy the same expansion multiple times.
Everyone will start with 1 business; killing chickens.
Added 10 skilling businesses with management and upgrades for each.
Bought a new domain and webhost. Switching all database and info within the next couple of days.
1/8/2019
Made a few final major UI changes.
Reskinned final pieces of UI to match the theme.
Reworked loading/saving/updating of business/management/upgrades for better access in the future.
The pricing for managers and upgrades are now built into the button.
A bug where owning an upgrade gave you the correct amount of money but wasn't updating the business UI has been fixed.
Fixed excessive text wrapping on manager and upgrade details.
1/9/2019
As we get closer to the alpha, I'm excited to reveal some final and official game elements. Below you will see the final line up for skilling businesses, managers, and upgrades.
Some information about skilling businesses: it is the cheapest and fastest way to gain little amounts of money at a time.
https://i.imgur.com/FpaU7FW.png