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The One Man MMO Project
The story of a lone developer's quest to build an online world :: MMO programming, design, and industry commentary
By Robert Basler on 2014-12-03 02:31:40
Homepage: onemanmmo.com email:one at onemanmmo dot com
Up until today I've been exporting NvOptimusEnablement to enable the NVidia card in my laptop (which also has an Intel card for 2D.) For whatever reason, it stopped working mysteriously this week which led to an hour of trying to figure out why it was all of a sudden taking 3 seconds to render each frame (Intel OpenGL is really, really sad.)

inteldoesntwork.png

By Robert Basler on 2014-11-27 13:05:30
Homepage: onemanmmo.com email:one at onemanmmo dot com
Lair Engine uses UDP for messaging. Sometimes it is super-inconvenient to break a message into packet-sized pieces so on top of that, I have what I call JumboPackets. JumboPackets support sending messages larger than a single packet. The cool thing about the way I implemented JumboPackets is that as far as anyone outside the networking system is concerned, they are just like regular packets - only bigger.

The one problem with JumboPackets is that they're subject to rate limiting like any other packet, so if a jumbo packet is actually 3 regular packets, it must be reassembled on the proxy, sent to the client and then reassembled again. So a 3K packet at a 1K/second send rate limit with 2 hops takes 6 seconds to get delivered. This problem gets worse as packets get larger. Recently I started experimenting with much larger datasets (more units, more teams) and discovered that some of the packets sent during the initial connection were getting quite large and noticeably slowing "load time."
By Robert Basler on 2014-11-21 15:35:41
Homepage: onemanmmo.com email:one at onemanmmo dot com
In the last blog post I said I'd been working hard to get Miranda out the door. Here's some of the things I've been working on...

The%20Imperial%20Realm%20-%20Miranda%20-%20Building%20Animations%20And%20Smoke%20Small.jpg
[Chat, building smoke, animated radar dishes, new silos and power gauge.]

By Robert Basler on 2014-11-12 11:22:52
Homepage: onemanmmo.com email:one at onemanmmo dot com
Back at the end of April I decided it was time to get The Imperial Realm::Miranda finished, so I worked out a feature development plan with the goal of releasing the game on November 9th, the 5th anniversary of the project. I optimistically believed that would be early enough to beat the AAA Christmas launch window PR blitz. The plan was:
  • October 9 - Friends and Family Alpha.
  • November 9 - Teaser Trailer & Limited Public Alpha.
  • January 9- Beta.
  • February 9 - Trailer & Launch.
The plan was aggressive, I had a lot to do, but it could have happened.
By Robert Basler on 2014-11-11 16:52:54
Homepage: onemanmmo.com email:one at onemanmmo dot com
To celebrate the 5th anniversary of my work on The Imperial Realm::Miranda I left the computer at home, took the family to Seattle, and spent three days having fun, eating well, and seeing new things.

seattle1.jpg
Darth Vader's Lightsaber from The Empire Strikes Back


seattle2.jpg
The Indie Game Revolution at The Experience Music Project Museum

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By Robert Basler on 2014-10-04 14:14:09
Homepage: onemanmmo.com email:one at onemanmmo dot com
There was a post on Gamasutra this week about #StealKeyRequest: phony reviewers scamming game developers for free Steam codes and then selling them on discount game key sites. That's not cool. If this happens to players of The Imperial Realm::Miranda, at least they will know what happened.

The%20Imperial%20Realm%20-%20Miranda%20-%20Complementary%20Small.jpg

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By Robert Basler on 2014-10-03 15:27:40
Homepage: onemanmmo.com email:one at onemanmmo dot com
Today I'd like to introduce the newest feature in The Imperial Realm :: Miranda, the Conquest Map. This map reports in real-time the success or failure of the different factions on Miranda, as well as where fighting is currently underway.

The%20Imperial%20Realm%20-%20Miranda%20-%20Heavy%20Fighting%20Small.png

By Robert Basler on 2014-09-15 01:54:43
Homepage: onemanmmo.com email:one at onemanmmo dot com
The Imperial Realm::Miranda was originally planned to be a free-to-play game with currency sales to support the game. Now that it is a pay-to-play game, currency sales are out, and a way to sell overall access to the game is in. Enter Secret Lair Codes.

The%20Imperial%20Realm%20-%20Miranda%20-%20Redeem%20Secret%20Lair%20Code%20Lo.jpg


Secret Lair Codes allow access to the base game on either a timed or permanent basis, and support additional entitlements which can be redeemed either per-account or per-force (Miranda's analogue to a character slot in other MMO's.)

The screenshot above shows the screen which allows you to redeem per-force entitlements for codes which have been redeemed on the current account. The plan is that Miranda will have a Standard Edition and a Premium Edition which will both allow access for the life of the game, as well as a couple of lower-cost, timed, trial options of up to a month in duration.
By Robert Basler on 2014-08-23 00:13:12
Homepage: onemanmmo.com email:one at onemanmmo dot com
I have a couple of new screenshots to share. I've been worrying about the performance of rendering and loading for a while now, but I ran Miranda in Release mode today for the first time in ages, and was very pleasantly surprised to find that everything is in fact running wonderfully. Load times are good, frame rates are solid. Stuff like that makes a Friday.

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This first shot shows everything I've been working on this week. Buildings are tinted (when selected) with a color selected by the player. Selected (or under attack) units have health bars overtop of them that match the tint color and the background color of the name in the new player list in the top left corner. The player list shows the faction, player name, color and level for every player you can see. I experimented with putting the player name directly above every unit, but with a lot of units onscreen it was an illegible mess. Kills Today is an idea I shamelessly stole from Transistor - thanks Supergiant!

The%20Imperial%20Realm%20-%20Miranda%20-%20Distant%20Base%20Heavy%20Weather%20lo.jpg


This shot shows the same base from the top of a nearby mountain during heavy weather. I changed the magnification mode on the dust which got rid of some pixellation.
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By Robert Basler on 2014-08-20 12:43:49
Homepage: onemanmmo.com email:one at onemanmmo dot com
Because I can't just steal stuff off of the web, I was inspired by this (no license I could find) and this (dependencies & too fancy) to build a Javascript color-cube color picker today.

Because I think this was mostly a waste of time I'm putting the one I built in the public domain in the hopes that someone else doesn't waste time on this. If your lawyer isn't satisfied with this statement, feel free to have them email me.

I experimented briefly with this cool css hexagon drawing example, but in the end I went with squares which are simpler. The picker can be resized easily by making the squares smaller/larger in the CSS.

colorpicker.jpg


Here's a live example of the color picker.

colorpicker.css

colorpicker.js
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More Posts

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Enabling NVidia GPUs on Optimus Laptops - 2014-12-03 02:31:40 (3 comments)
Stuck!! - 2016-10-12 15:47:27 (0 comments)
I Had No Idea RTS Multiplayer is So Lame - 2017-06-06 01:53:41 (3 comments)
Netgear is Stupid - 2017-01-14 19:48:29 (0 comments)
Early Bird Test Weekend - 2017-05-10 12:58:43 (1 comments)
Full Indie Demo Night 5 - 2016-09-30 02:09:45 (0 comments)

Recent Comments

The 5% Problem - 2017-06-10 13:59:01 (2 comments)
Thanks for the feedback. Ideally at some point we will have enough players that there will be other players available 24 hours a day. I added Nemesis Mode to encourage players to interact with each other since often I see multiple people online who ...
The 5% Problem - 2017-06-10 04:36:06 (2 comments)
The one thing i always wanted was a persistant online world where i could build up forces, build a base and defend it and the resources i hold. Would be good if it persisted through logoff time as well which would give people something to do if not ...
I Had No Idea RTS Multiplayer is So Lame - 2017-06-06 11:05:02 (3 comments)
Since players have to be nearby each other in the world, it wouldn't work to only match leavers with leavers.

Players who play 5 games in a row without ditching will have their timer reset.

I'll think some more about the teenager problem, thanks for ...
I Had No Idea RTS Multiplayer is So Lame - 2017-06-06 05:00:57 (3 comments)
Offenses 4 and 5 - rather than just imposing a timer, which just means regular player X enters queue right now gets teamed with "leaver" player Y who queued 10/20 minutes ago, how about take another page from LoL? LoL actively partners leavers ...
I Had No Idea RTS Multiplayer is So Lame - 2017-06-06 02:58:11 (3 comments)
From Moritz on twitter.com Murder Party and Claustrophobia sound awesome!
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