Development roadmad

At this point the game is is pre-alpha so I think it’s beneficial to make some kind of roadmap so it’s impossible to just procrastinate because I don’t have a list of things I should do.

I created a separate development plan page that shows the plan.

I think the development process will be quite an organic one so the plan is not final.

Technology behind project tales

I have a long history of programming all kinds of projects with all kinds of programming languages. I started with C a long time ago (to be totally accurate my first was probably logo on C64) later progressed to Java and have created projects with languages like Erlang, Haskell, OCaml, Clojure and of course JavaScript.

Javascript was an ugly mess some years ago. It’s quite a surprise how mature it feels now – there are package managers with dependency management, suprisingly capable server environment (node.js) and best of all, canvas that comes with HTML5 is the last piece of puzzle that allows you create games on browser – the ultimate runtime that everyone uses. And node has quite a large ecosystem of libraries with npm, although you have to do some work to test and read about the libraries you would like to use as it seems that there are quite a large amount of low quality libraries for some reason.

So for this project, javascript just felt right. It feels great to use the same code on client and server, the V8 runtime that node.js uses is quite fast nowadays (it’s still 2-3x slower than java but that is quite great actually) and node.js which is my choice for a server can handle quite a large amount of players.

The server and client code is custom made (with some node of course), I have been doing some client/server programming before this (including some really large projects) and node with is quite a pleasant environment to work with. I don’t have many other dependencies yet but that might change of course. If you are interested, here is my current full stack:

express (for serving pages, with ejs templates)
Pako for de/compression

That’s it! All the code dependecies are listed above.

There are downsides too with Node.js of course, one that is both good and bad is its asynchronous nature. It’s very easy to write code as you don’t have to care about multithreading but at some points (one example would be when I want to store some stuff in compressed format and I would rather do the compression in background) the lack of proper multitasking feels like I’m missing something. Yes, there are webworker libraries and some threading libraries but they are long way from what I’m used to with other languages (especially with Erlang). However as node matures I assume there will be better implementations of webworkers or background processing.

Lacking multithreading is not as bad is it sounds as it’s quite easy to run a cluster of node processes so that each node process handles separate areas of the game. But I’m not at this point yet, now I want to see how well one single node process scales..

I wouldn’t have thought that I say this but programming in Javascript actually feels quite good 🙂

So where are we at the moment?

Basically the basic server/client stuff is working quite nicely, there is world map to explore including some cities, caves and so on. There are NPC’s walking around, monsters and humans and humans even talk back when you talk to them.

There is not much to do except to explore the current world, you can’t attack monsters and there is no loot or any items available yet. Inventory is not done. There are no quests or multilevel dungeons (although adding them would be couple of lines of code).

If you want to try the game, the latest little tested alpha is always available at

If you want a quick look of how the game looks, here are some screenshots.

Welcome to devblog of project name “Tales”.

Here is the overall view of what this blog is about:

This is a development blog for browser based massively multiplayer roleplaying game.

The game is inspired by roguelikes (especially ADOM and DCSS but also rogue, nethack, omega, moria(angband), larn and lots of more), old ultimas (ultima 4 and 5 are  still one of the top games on my list) and many other roleplaying games.

I try to create a game that is easy to play (no millions of key options) and still so capturing that you come back again and again. Time will tell if I manage to do what I plan.