3 Sep, 2010

We can see other ships!

Posted by garg 21:52 | Permalink Permalink | Comments Comments (0) | Trackback Trackbacks (0) | General
Long time since my last update. Well just to say I'm really a bit overloaded lately, anyhow I'm still working for Nebula Rider (as well as other things).

Nebula Rider can now (in our internal version) show other players on the maps, and you see them moving around. Yet you can't chat nor can't really interact with the others. At least it is a first step in the MMO direction. Other works have been done like a start to making the interface customizable (color wise yet). We will certainly offer customization and I was even thinking to let players decide where to place some stuff like maybe moving the HUD around or such.

You may ask now, when will we see all those? Well, the question is simple, the answer is not. Basically I'm reluctant to put an intermediate version which wouldn't offer that much more to you, anyhow I hope to update the preview version the coming week.

Along this, I'm talking with an artist to let you players have a customizable avatar face, (doable only once!) and that others will be able to see. And as the game may attract yet more people, I'm thinking about changing our old forum software for something new and maybe in house made. Reasons are that the current forums don't deal well with many sub categories, nor offer many features.

8 Jul, 2010

More and more flesh

Posted by garg 07:37 | Permalink Permalink | Comments Comments (3) | Trackback Trackbacks (0) | General

Things are going forward, and more and more tools are reaching what we could consider as usable tool. For example, the mission browser now will show past and current missions, allows to switch from one mission to the other and more. Also the target system (green arrow) will try to point you at the next thing you must do. New mission types have been implemented as well, and other small things are slowly improving too. Well overall I start to be really pleased with this project.

Now, as things are reaching some maturity we must choose how we will design the stories, either full coded, or via some admin tools. We didn't choose it yet, but we may end up having some sort of mix. What's clear is that players will not be able to create quests, and this for the simple reason that if we want to offer a good story we can't simply mix 200 or more different story lines. Sad news for those hoping to work like they was doing it in NEaB but as one main complain was the story quality we must do something better for this new game.

BTW just to give an impression of the code size, our code is growing slowly about 300 lines per day... and we have now 17131 lines of code.

Note: our ETA for the beta shifted a bit (due to personal holidays), count still 2 months before you will have some sort of playable game.

2 Jul, 2010

Success!

Posted by garg 00:46 | Permalink Permalink | Comments Comments (2) | Trackback Trackbacks (0) | General

Game state does indeed save! That means this huge show stopper has been bypassed, and we can now basically work on both the story and continue the work on the server side support. I'm really pleased this serialization issue has been fixed, as it would have been a real shame to not be able to save the game state and therefore stop the game due to something like that.

To celebrate this, I worked on more funny things like "system voice" which gives you hints about what happens (shields down, enemy destroyed etc...) however even something that simple in theory took some time as I encountered unexpected issues like lack of support for some MP3 settings. So we MUST use 44kHz sounds and not some less resource demanding one. Too bad.

 

29 Jun, 2010

Serialization

Posted by garg 06:32 | Permalink Permalink | Comments Comments (1) | Trackback Trackbacks (0) | General
As we are moving forward, one mandatory feature is the persistence of the game, which means, you can leave the world, and when you come back you should return with all the items and stuff you had last time you played... or at least, without losing all the progression.

To do that, we need to "serialize" the game status, which means, we need to transform all the game objects into something we can send back to the server, and store it, and then when you enter again, load it back, and restore the status of the whole thing.

Sad news for Silverlight programmers, serialization in Silverlight is quite limited... and doesn't actually fit our needs. So which options remain? Well, not many besides coding all the required facilities ourselves. And I can assure you it's not fun.

Hopefully, after this huge work, we will be able to keep your game status (with missions, system ships and more), otherwise the game will be... a failure. But as our prototypes seem to demonstrate, we should be able to code it, it's just matter of time.

10 Jun, 2010

I can speak!

Posted by garg 21:02 | Permalink Permalink | Comments Comments (4) | Trackback Trackbacks (0) | General
NebulaRider continues to gather most of my attention, we worked hard to make NebulaRider able to use00 multiple languages, and this without re-coding the game for each of those. So we will definitively support multiple languages at least as text.

Besides that a few additional changes have been made, for example system handled ships are able to avoid planet / star / asteroid collisions, the framework has been improved to facilitate the coding, and much more work.

Next step will be the implementation of the missions, and see how things works together.

2 Jun, 2010

Let me customize it please!

Posted by garg 11:21 | Permalink Permalink | Comments Comments (3) | Trackback Trackbacks (0) | General
Game features slowly appear in our code. Slowly as it's never as fast as I would wish or actually as the potential beta tester would like. Anyhow here is how it goes:

An initial galaxy is there, populated with 100 different star systems. You can trade different resources between the space stations as not all will offer the same prices. The cockpit has been re-coded to simplify our tasks, however it's still not up to par with what we would wish for its final look. Finally, the framework for the ship customization started, and we will soon implement options in our space stations to buy / sell ship parts.

On the side things, a loading screen has been implemented despite our "client" only currently being 600Kb and the loading is extremely fast, and finally, we checked and tried to improve performance on Linux, even if it's not top speed, at least it should be playable in the end.

So be assured we work as fast as possible to come with something playable, but still our plans are to be somewhat ready for a beta in 2 months and a week.

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