Twitter  Facebook  Google+  YouTube  E-Mail  RSS
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 2013-08-19 14:49:50
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
Back from vacation for three weeks now, productivity hasn't quite returned to normal levels. I'm used to having several uninterrupted hours every day, but with the family home that hasn't been happening. I think I've figured it out now though. Anything big or complicated that I've tackled has gone poorly, but a couple little features have come out just perfect.

The main feature I've been working on this summer is vehicle movement and pathfinding. I decided my original plan to replace the navmesh with a grid based on the terrain mesh wasn't going to work. Instead I have done some work on my original navmesh implementation and am working towards adding a steering system for units based on the collision data.
By Robert Basler on 2013-07-10 23:46:41
Homepage: www.onemanmmo.com email:one at onemanmmo dot com

So there's been a lot going on, but nothing interesting has been complete and ready to talk about.

An RTS staple feature which is new is building placement. Buildings render as transparent until they are placed, and they use the collision data, terrain incline, and distance from other buildings to determine if building placement is legal (with a red/green indicator.) Using red/green is a risk because some people can't tell the difference, and maybe I'll add an additional rendering indicator later, but for now I cheated a bit and made the green a little blue (the same trick used on traffic lights.)

colorblind.png

[If you're color-blind, do me a favour and tell me in the comments if you can tell which of the squares under the building are red and which are green.]

I've also been thinking a lot about business models and how to monetize Miranda. I read this super-interesting piece in Wired on A/B testing a couple days ago (my stack of unread magazines has gotten a little unruly the last while.) If you have a website that gets any volume of traffic at all, and given how seemingly minor and arbitrary changes to a page can hugely affect the outcome, I can't understand why anyone wouldn't implement A/B testing. I'm going to be getting out my statistics books pretty soon.


By Robert Basler on 2013-06-14 19:16:06
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I think Microsoft's mistake with the XBOX One is that they didn't go far enough. They should have gone full-Steam and gotten rid of game disks entirely. And if they really wanted people to love them (and leverage their massive PC market dominance,) they'd make it so that you could play your games both on XBOX and on Windows if the game has a PC version. Or they could make the PC version (or the XBOX version depending on your gaming system of choice) a cheap extra like the blu-ray sets that come with a DVD version for an extra $3.
By Robert Basler on 2013-05-23 17:18:16
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I was off my game on Friday - completely wiped out, so rather than struggle on with collision detection, I decided to watch "Despicable Me" (which is awesome) and add achievements to Miranda. Looking for a feature set, I checked out achievements on Steam, Xbox and PS3 which are all pretty similar.

MMO-1%20-%20Achievements_small.jpg
[The Achievements screen with placeholder art.]

By Robert Basler on 2013-05-17 00:04:37
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
Whenever I tell someone in the games industry what I'm doing, they give me a look. A whole lot of information is packed in that expression: you're crazy, it's never going to work, try something easier, you're wasting your time. Non compos mentis.

This experience doesn't seem to be unique. A couple days ago Dave Toulouse said, "When you have no experience making games and you work on an MMO you avoid telling too many people what you are doing because nobody believe you can pull it off and many will make sure to discourage you from doing it."
By Robert Basler on 2013-04-28 15:20:50
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
After spending so long on the patcher, I decided I wanted to cherry-pick a few small items off of the todo list this week, knock a bunch of 'em out and have a good sense of accomplishment. That was Monday.
By Robert Basler on 2013-04-20 19:00:38
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I attended the Full Indie Summit today along with 399 other indie developers at the Rio theatre in Vancouver. With a mere $10 admission for 12 talks ranging from 5 minutes to 30 and including snacks, it put those other big name developer conferences to shame.
By Robert Basler on 2013-04-17 00:40:38
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I needed a way to deliver my game to players, but I have a fundamental problem: the game is really, really big. That means that it is completely impractical for players to download the whole thing in one go, it needs to have a streaming installer.

I did a lot of research on patching and installers over quite a few months. There are so, so many approaches you can take. Windows installer is a great tool, use it if you can. I tried really hard to find an existing solution, but I'm sad to say, I didn't find a solution that would suit my game.

The biggest roadblock to using an existing solution was that I have a lot of files. My test world has around 18,000 files and the full dataset will have many, many more. With that many files, a regular single-file self-installer would be gigantic.

patcher640.jpg

You wouldn't believe how much work adding this one progress bar was!

By Robert Basler on 2013-04-07 12:11:34
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I was listening to Chris Hecker's talk No One Knows About Your Game this week and he makes a good point. It is a big risk to not talk about what you're working on and then hope that your press strategy all comes together for the game's release. I haven't talked about my game because I don't like to talk about things that aren't done yet, but that changes today.
By Robert Basler on 2013-03-09 14:33:06
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I was hugely disappointed when I learned that the developers of Natural Selection 2 lost $30,000 in credit card charge-back fees on 1,341 Steam keys bought fraudulently via the Humble Store. I had a bit of a warm spot in my heart for The Humble Bundle, but indie devs can't afford to take that kind of hit.

I don't know what sort of arrangement there is between The Humble Bundle guys and the developers, but The Humble Bundle is making good money, I'm really shocked that they haven't spent some of that money on effective fraud prevention.

When choosing a payment processing service for your game, don't just look at the discount rate, make sure you look at what they do to prevent fraud and read the service agreement carefully. Credit card fees can bankrupt you if you aren't careful.
Read more... (0 comments)

More Posts

Project Line Counter in Visual Studio 2010 - 2011-06-04 00:01:45 (5 comments)
A Chrome UI - 2011-04-07 10:28:46 (6 comments)
Looking for a Fast Square Root - 2012-03-29 11:19:56 (4 comments)
Enabling NVidia GPUs on Optimus Laptops - 2014-12-03 02:31:40 (3 comments)
Bug Fixing and Little Features - 2016-10-11 02:10:00 (0 comments)
UI Updates - 2016-10-04 01:53:36 (0 comments)
Pick a Fight Friday - 2017-06-06 14:45:53 (0 comments)
Trailer Update - 2017-04-03 00:05:02 (0 comments)
Setback - 2017-05-24 23:14:05 (0 comments)

Recent Comments

Bug Workaround: If you are attempting to get a Nemesis match and it is not matching, try placing your base in an exact horizontal line from your opponent's base (look for the red flag on the base layout map and select a square in the same row.)
Here are some better images showing the Foundation Extension in action.

The Imperial Realm - Miranda - Steep Cliff_Lo.jpg
[Too steep a cliff for a building]


The Imperial Realm - Miranda - Steep Cliff Consumable_Lo.jpg
[Used one of the Foundation Extensions]


The Imperial Realm - Miranda - Steep Cliff Positioned_Lo.jpg
[Tadaa!]
So How's it Going? - 2017-08-04 13:27:26 (1 comments)
Any news on updates ? been a while ?
The 5% Problem - 2017-07-27 18:22:17 (4 comments)
That all sounds like a pretty reasonable summary of the state of RTS multiplayer. Mostly I played co-op multiplayer with friends because in 1v1 I would slaughter them. While you can play 1v1 in Miranda's Nemesis mode if that's what you want to do, ...
The 5% Problem - 2017-07-26 13:35:05 (4 comments)
One of the major reasons there is so little competitive multiplayer in RTS (the scene is almost exclusively made up of starcraft, along with some other extremely tight communities) is that in most cases the competitive MP is designed for 1v1 ...
|<      <<      12      13      14      15      16      (17)      18      19      20      21      >>      >|

  Admin Log In



[The Imperial Realm :: Miranda] [Blog] [Gallery] [About]
Terms Of Use & Privacy Policy