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The Gaming Union • View topic - Development and Progress

Development and Progress

Formerly: Game name that I havent decided yet.
non trek themed game in development.

Moderator: Crook

Development and Progress

Postby Crook » Tue Jul 10, 2007 8:32 pm

I thought I could bundle the generic stuff into one thread, and the more complex stuff might get threads of their own. So this is what I've achieved today:

Client now checks it's version against the server and won't logon unless they match

Client username and password has to be registered on the server to log on

Client can register on the server, checking availability of usernames as it does so

Client saves registration info locally, in an encrypted file. This is the beginnings of the local 'profile' file for the user.




It's still a chatroom at the moment, but I can't see any more stuff I need to put into it except the game now. It seems like a robust communication platofrm to run the game on. What I'd ideally like is 4-5 guys to register and hold a small chat for 5 mins on the server, to test out it's functions like log off, log back on etc. Sadly this is wishful thinking I think as rounding up 4 guys to do the test will be harder than coding the game!
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Postby Texas Ranger » Tue Jul 10, 2007 11:45 pm

you could be right there ;) ill see if i can muster up some assistance
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Postby Kai_Undead_Assassin » Wed Jul 11, 2007 3:29 am

Well you know me. I'm ready and willing to help any time ya need me.
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Postby Crook » Wed Jul 11, 2007 7:56 pm

I'll see about trying to hash out a time/place but 3 of us doesn't seem like enough. I might have to try and build a simulator app, that I can put on a variety of ports to test the comms......... would make me self sufficient at least.

Edit: In actual fact, I CAN do it. i've just built 4 versions and can test a whole load of stuff this way, so looks like I can progress a little at the moment without testers :D

Edit of the Edit: Cool, I've now put in a port selection screen when the client loads up, that I can remove later on if I want to. I can select a port to run the game on. I just load a second client and use a different port. All works a expected, and I've found a few bugs to iron out in the coms stuff already. Happy days. So I can now test on my own, and get to work on building the game grid into it.

I've attached it if anyones wants a play.
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Client_0_001.zip
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<a href="http://www.andrewcrook.co.uk/empire/Empire_home.shtml" target="_blank">Empire - an online multiverse game</a>


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Postby Crook » Thu Jul 12, 2007 10:49 pm

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server_3.jpg
server_2.jpg
server_1.jpg
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Postby Crook » Sat Jul 14, 2007 1:33 pm

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empire_gamge_logo_250.jpg
client_1.jpg
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Postby Texas Ranger » Sat Jul 14, 2007 10:26 pm

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Postby Crook » Tue Jul 17, 2007 5:55 pm

This is how it currently looks when the game loads up...
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Client_wip-1.jpg
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Postby CurseUppl » Wed Jul 18, 2007 7:37 pm

I'm curious, will this game be real time, like say WoW or EVE Online, or will it be turn based like Galactic Civilzations, but in real time? E.g. a new turn every day, or hour, whatever.

I strongly recommend you to make the game real time. You log on to a persistent universe and access your ship (which is docked in a starport, or in orbit of a planet, or in a location that you own) and you move it.

If you want to move to a solar system say 30 LY's away, you set your ship on that course and on warp factor 8 (don't really know much about Star Trek). You can then either go watch TV, cuz it'll probably take 30 minutes or something or log off while it goes on its voyage (but if you don't log on before the ship comes out of warp, it'll be a sitting duck and easy for another player to kill)

I'm wondering, since you have a grid, will the ship be limited to moving from grid box to grid box, or can it move everywhere and inbetween those lines?

Anyway, just really curious :) I'd love to play, but a nagging demon inside me hopes it is real time and a persistent universe.
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Postby Crook » Wed Jul 18, 2007 7:50 pm

It's real time and a persistant universe. I'm worried about the warping around taking too much time too. I'm hoping to make it on the order of minutes, but the limiting factor is fuel, where going further will simply require more fuel. Fuel will be in the form of antimatter which can be obtained from starbases and 'friendly' planets, but only in exhange for 'experience points' or some such system.

This means that you will have to perform tasks locally in order to get fuel to go anywhere else, so new players won't be warping over to Kronos anytime soon, but older players can cash in lots of XP and warp around further for a time.

And yes, play is determined by grid position, 12X10 for a standard system, 100X100 systems per sector, 10X10 sectors and 4 Quadrants, so that's 4 million systems to play in for the universe.

There will be NPC ships and events in the universe too. I'm planning on having something happening in every player inhabited system, whether it be a comet or other space phenomenon down to other races ships which will fight you or your own side which will cooperate with you.

You will be able to 'edit' the universe too. If you pick up a 'genesis' weapon or similar and destroy a planet or star, it will be permanent in the universe. If you discover a planet or star you can name it and it will stick in the universe forever, and of course you can help build starbases (or destroy them!). You can even go renegade and work for the other side........

With this in mind I'm going to try to have on the fly balancing - if I can determine who is 'winning' at any one moment, the universe will help the other side a little more, so evening it out. This should make for a longer persistant universe but there may be a time when I have to reset it all, or simply be god like and destroy a lot of one side's planets/starbases in order to make play fair for everyone.
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