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 2012-07-05 11:35:39
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I struggle a lot with wanting to share my excitement over how things are going with all the cool things I'm building, and with my internal quality bar which says which parts of the game aren't ready to have people judge them.

Indie games don't get any sort of pass on presentation just because they're put together by small teams. Like it or not, you're competing with AAA. If your product isn't immediately visually appealing you are putting yourself at a huge disadvantage. People won't even give it a chance. Sure you can put out an ugly game and slowly build a following with amazing gameplay, but you're putting up a significant barrier to casual interest. Look at all the big indie game successes of the last few years - can you think of any that weren't pretty in their own way?
By Robert Basler on 2012-06-23 16:32:57
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I've been meaning to talk about some of the software I'm using to develop my game, so first up: Klok Desktop time tracking software.

Working full time on my game I wanted to be sure that I was getting the hours in, and to know how much time I was wasting on things that I maybe didn't need to. I've used a few different tools over the years, none of them were particularly easy to use or provided me with the kind of simple reporting I wanted (how much have I worked on X this week/month/year?)

I've been using the demo for a little over 2 years and I continue to be impressed by it. There's no huge pressure to buy but I finally purchased my copy today. For $15.99, I think I got my money's worth. The program has some little buglets, but they continue to disappear as the author updates the software regularly. The program does charts, and exports to Excel and has some other tricks. Go check out their website to learn about all that.

klok.png

Read more... (1 comments)
By Robert Basler on 2012-06-18 16:38:03
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
You may have noticed the little Facebook Like button above. There is now a One Man MMO Project page on Facebook. I'll be posting links to new blog posts there, so if you're using RSS or Twitter and prefer Facebook for updates, now you have that option.

If you have a Facebook account, I'd appreciate it if you'd Like the blog as I need 25 likes to get the vanity URL I want. (Their SMS verification can't send text messages to my phone even though everybody else can, so I don't know what their problem could be.)
By Robert Basler on 2012-06-16 01:16:27
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
Another big step ahead today, the circle of life for my game is finally complete. Birth, life, death, rebirth.

The game simulation (Life) has been working for a long time. Next up was entity creation (Birth) since if you're going to be killin', you really need an easy way to make things to kill. Back in April I added lasers and fiery Death. The final element I was missing was rebirth. Or as we in the games business like to call it - Loot.
By Robert Basler on 2012-06-06 15:14:24
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I've been playing quite a few new games lately. Some of them are research, but a few I am really enjoying. Playing all these new games has made me consider the new-user experience for my game. I'm not sure what that will be yet, but here are some of the lessons I've taken from my newbie experiences.
By Robert Basler on 2012-06-01 22:17:35
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
Wow, people are so depressed over the failure of 38 Studios, the layoffs from the Star Wars: The Old Republic team, and Pitch Black Games' Dominus getting cancelled during Alpha.

38 Studios had apparently been working on their game for six years. They gambled big (rumours of over $100M spent), but I sort of wonder what their strategy was - other than that they wanted to take over World of Warcraft's spot. I had no interest in their MMO Copernicus - there are dozens of swords and elves games to choose from. Turbine has three! Really, can't anyone make an MMORPG in another genre? Does it have to be me?
By Robert Basler on 2012-05-26 01:41:33
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
My first Screenshot Saturday.

This is the Design screen I've been working on this week. The player designs their units by dragging components from their inventory to the design template. The template's slots change based on which components (of 12 types) the player selects. The components selected determine the unit's strength and abilities as well as its cost. The player can compare stats by hovering the mouse over each component and the full unit's stats are displayed to the right of the template.
By Robert Basler on 2012-05-22 21:31:07
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
Had a bit of a thrill this weekend. An artist friend of mine gave me a sneak preview of something he's been working on. He took one of my in-game screenshots and is drawing overtop of it using Photoshop so we can see what the game will look like once the art-style and effects I have in mind are completed. Wow! So nice looking.

One of my big uncertainties was that I had some ideas which move away from a couple of the age-old standards of the genre. Seeing those ideas onscreen, I'm now convinced they're going to be awesome.

He's still working on the screenshot, so I won't post it yet, but I'm sorely tempted.

As for me, I have some tech to work out. I need shadows, and he has made his case for SSAO. I was resisting that particular feature but it really gives a whole bunch more realism to the models. I need to add some foliage and work on my terrain textures, but those were already in the plan. And he gave me an idea to make my tooltips look way cooler.

It's good to have help from an artist.
Read more... (0 comments)
By Robert Basler on 2012-05-15 14:50:42
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
In Chrome, if you try to use event.dataTransfer.getData("Text") in the dragend event handler, it returns "undefined". In the drop event it works fine. Huh?

Workaround: replace event.dataTransfer.* with dataTransferString as follows. This has the added benefit of also working in all other drag events.


var dataTransferString;

function onDragStart(event) {
dataTransferString = this.id;
...

function onDragEnd(event) {
var sourceId = dataTransferString;
...

function onDrop(event) {
var sourceId = dataTransferString;
...

Read more... (1 comments)
By Robert Basler on 2012-05-14 12:48:03
Homepage: www.onemanmmo.com email:one at onemanmmo dot com
I discovered Screenshot Saturday on the weekend. What a cool idea to promote progress on your games. So I've decided to participate.

The first step for me was to get some of my screenshots up on the site. You'll note there's a new [Gallery] link at the top of the page. I have a bunch of older screenshots in there now - no spoilers - but it is going to grow.

I think the Gallery is pretty cool, what do you think?
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 (4 comments)
The Evolution of a Feature - 2017-08-28 11:47:49 (0 comments)
What I CAN Tell You - 2017-10-08 15:00:08 (0 comments)
8 Years of Development - 2017-11-04 15:53:48 (0 comments)
31C in the Office - 2017-08-06 14:19:23 (0 comments)

Recent Comments

Enabling NVidia GPUs on Optimus Laptops - 2018-04-05 00:18:12 (4 comments)
NOTE: the nVidia steps 1-5 above take approximately 4 seconds to complete. I've pulled them out and only call them once.
So Many Glitches - 2018-03-21 16:44:35 (2 comments)
Hey Kurt, nice to hear from you. The new version is getting a major render tech and art update and I'm still working on the render tech.

I've added support for new hi-res terrain textures, the new rock formations are in, the shroud has lost its ...
So Many Glitches - 2018-03-21 15:47:08 (2 comments)
Any updates on new versions ?
DXT Texture Compression in 2018 - 2018-02-03 18:51:49 (1 comments)
Got some feedback on other codecs:

Hardware support for BC6H and BC7 (BPTC in OpenGL) is pretty wide now, all D3D11 hardware supports it, which means almost every NVIDIA and AMD GPU made in the past 6 years, BC7 is a very good replacement for DXT5 ...
The Imperial Realm::Miranda 0.0.16.5 - 2018-01-06 10:45:07 (2 comments)
Awesome work rob. Nice one!
|<      <<      17      18      19      20      21      (22)      23      24      25      26      >>      >|

  Admin Log In



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