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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 2018-10-28 19:24:00
Homepage: email:one at onemanmmo dot com
The first biome, recently renamed The Perilous Precipices is complete and I am thrilled with how it has turned out. Making an area that is mostly black is quite challenging from an art perspective because black on black doesn't really look like much. I wanted to have some unusual plantlife in the area and I remembered the Silversword plant I saw at the top of the Haleakala volcano. I struck out at finding a pre-made model (although I did find a lot of lovely silver swords,) so I took one of my photos from my trip and created my own low-poly take on that plant.

[Miranda's Silversword Plants]

By Robert Basler on 2018-09-28 18:18:43
Homepage: email:one at onemanmmo dot com
I started the week with a last bit of work on the sky. There was a visible seam that needed fixing and I figured out a better way to position the sky. I also decided that it might be nice if the sky dome rotated every 5 hours so that the sky changes when you log in at different times of the day. That was probably the easiest feature I did this week.

The rest of the week I worked on finishing the first biome, what I'm currently calling The Breathtaking Precipices. This is known in the industry as a vertical slice. You get one part of the game complete so you work out any remaining bugs, evaluate it, and once it's perfect, you repeat the same process for all the other slices (in my case, 3 more biomes.)
By Robert Basler on 2018-09-24 02:38:49
Homepage: email:one at onemanmmo dot com
This week I finished the last planned new feature for Bold New World. All that is left now is finalizing the art and bugfixing. It's been a while since I've blogged about the game. That is at least in part due to the fact that things were not really working out.


A feature I really wanted to include is Bold New World is atmospheric effects: embers and ash falling after explosions, sparkles when harvesting, seeds drifting in the air. Atmospherics don't look like much in screenshots (although you can see them in this screenshot) but when they're moving, they bring life to the world.

[New HDR Sky and atmospherics (bottom centre)]

By Robert Basler on 2018-08-27 02:34:37
Homepage: email:one at onemanmmo dot com
I've been working on one of my stretch goals for the Bold New World update: a new sky. It might seem a little weird to work on the sky when RTS games focus primarily on the ground, but occasionally players do see the sky with the game camera, and I'm hoping the sky helps upgrade the marketing screenshots I make using the free-look camera.

[Sun, Sky and Cirrus Clouds]

By Robert Basler on 2018-08-07 15:06:35
Homepage: email:one at onemanmmo dot com

You might already know I play Guild Wars 2 (GW2) a bit. It's partly because I find it relaxing, partly to study how the game works - GW2 is the only MMO where I've made it to end-game so I can try all the game's activities. (When I played WoW for three months I had a lot of fun, but I only made it to level 22. I understand levelling in WoW is a little faster now.) Since end-game activities are all expensive, I started looking into optimizing my gold income from loot. As it happens, loot is one of the things I want to work on improving in Miranda's next update.

[That's a good Guild Wars 2 loot drop!]

By Robert Basler on 2018-07-09 12:03:57
Homepage: email:one at onemanmmo dot com
I wish I could get out and do more shows, it's really fun showing Miranda to people. It is a little stressful though. Without fail, Miranda's AI would launch an all-out assault against my base as soon as someone came by and I'd have to try to introduce myself and tell my story while madly clicking to prevent my base from being wiped out. Doing shows is also reassuring. There is a market for this game if I can just get it in front of people.

[What people saw at Full Indie Demo Night]

Other than that, mostly I've been fixing bugs the last few weeks. When you're building new things it's easy to stay enthusiastic and engaged in what you're doing because you're constantly seeing new things and it feels like progress. When you have a bunch of new things that are working except for this weird black blob rendering in the middle of the screen in a few specific spots, it's the opposite.
By Robert Basler on 2018-05-28 11:52:46
Homepage: email:one at onemanmmo dot com
So the last time we talked, I said I was working on new textures for the terrain. So... that's still underway.

I've been starting to think about the things I need to do to get the next build out to everyone. Back in January I fixed one of the bugs players reported which turned out to be in the container file used to store almost all of the data for the game. The container file does compression and encryption, versioning and some other things for game data automagically. At some point in the last couple months I realized that the fixed files were incompatible with the old ones. Old ones like the files that store all the information about player's units on the live server. Whoops. (Don't worry, I always check that new game builds work on the live data before I release them.) So I spent a day reworking the container files to be backwards compatible (and still fixed) and then rebuilding all the game data in the new format.
By Robert Basler on 2018-05-09 15:07:57
Homepage: email:one at onemanmmo dot com
Today marks the one year anniversary of the start of #TheImperialRealmMiranda's Early Access. Woo!

I had some things I wanted to do to mark the occasion, but then my wife was out of commission for several days (she's fine now) so I was trying to do her stuff as well as my stuff, and that's exhausting and wildly disruptive.

So I thought I'd do a little #tweetstorm postmortem of the first year of Early Access.

What Went Right

People are having fun playing with the toys I've built. I check out what people are doing, and I'm constantly amazed by what they've accomplished and the unique things they're doing. Everybody really does play differently!

The feedback I have gotten from everyone has been amazingly supportive and helpful. I really can't thank everyone enough! You have given your time to submit bug reports, pages of written feedback & suggestions, and put up with hundreds of crashes. We are all building this dream.

The tech works. I was worried launching Early Access that it would fail in some spectacular manner I hadn't forseen. Getting hundreds of avatars for thousands of players on one seamless map in real-time is an incredibly challenging technology problem.

The niche works. To my amazement there still isn't another seamless open world massively multiplayer RTS like Miranda. Actually, knowing what it takes to build an MMORTS like this, it's not actually that amazing.

What Went Wrong

PR efforts have been an abject failure. I believed people would value a completely unique and playable game enough that they would overlook shortcomings in appearance. That was delusional thinking. Without great visuals you are at a massive marketing disadvantage.

The plan for Miranda to be a purely PvP game was a disaster. PvP seems a natural fit for RTS, but you know how people say they don't like PvP? It's true! So the focus is now on adding more cooperative and solo play choices.

I have some amazingly talented musicians and artists lined up to help me make Miranda the spectacular world I envision. I had planned to use some of the revenue from Early Access to pay them. So... it's still just me.

And Now...

I'm hard at work on the third major update I've dubbed "Bold New World". It will be done when it's done. There will also be an update for GDPR compliance. I'm not sure yet if they will be one-in-the-same.

The Imperial Realm::Miranda is by far the coolest and most difficult thing I've worked on. And I really don't know how it will work out. But it has given me the opportunity to know my daughter. And there is a huge value in that. I'm optimistic we can fix the rest.

Since I haven't posted any screenshots in a super-long time, here's a teeny preview of the new crystal formations I'm working on.

[Crystal formations - work in progress.]

Read more... (4 comments)
By Robert Basler on 2018-04-25 01:46:27
Homepage: email:one at onemanmmo dot com
I had a nice little squee moment this afternoon. I finished one of the procedural rock formation types with its final material, and seeing it in-game it was better than I could have hoped for. It looks great. I took lots of screenshots.

Ambient Occlusion is also working at last, and it looks fantastic. Ambient Occlusion (AO) is the phenomenon where crevices and indented areas are darkened (their ambient light is obscured.) I felt that AO was critically important for selling the reality of Miranda's new procedural rock formations and it turns out I was right. AO anchors the rocks to the ground and gives them complexity and depth. It really does add the perfect finishing touch they needed.

I also finally solved a longstanding bug which resulted in random bright spots on the terrain. Math is hard.

Oh! And the game has a new icon.


Those are some good upgrades, and there are a whole bunch of other smaller improvements, but I also have a lot more things that are only partially done.
By Robert Basler on 2018-04-12 23:45:12
Homepage: email:one at onemanmmo dot com
I was going to tweet this, but it turned out a bit long.


Programmers like the sizes of things to be powers of 2 (1,2,4,8,16,32,64,128,256...) The reason for this is that computers handle those sizes more efficiently than other sizes.

Miranda's terrain is a height map. Every 2.5 metres on a grid the game stores the height of the terrain. To render the terrain, the game draws rectangles (actually two triangles) between those points. There are lots and lots of points, so to make things manageable, the terrain is split into blocks. When I built the terrain, I decided terrain blocks should be 64 height samples across. My programmer brain was happy with that. The thing though, is that means that each terrain block is actually 63 squares across (because it needs heights on both sides to draw a piece of the terrain) or 157.5 metres.

This weird number has been a nuisance ever since. Just one example is the flowers. Flowers are placed on a one metre grid. (They are randomly shifted so you can't see they're on a grid, but they are nonetheless.) The problem was that there was a visible half metre strip at the sides of each terrain block where flowers didn't cover. So flower coordinates had to be multiplied by 157.5 / 157.0 to get rid of the gap.

This week I finally increased the block size to 65 (64 squares across) or 160 metres and it was astonishingly almost as simple as changing a single number.

The two differences players will notice is that map squares are now 320 metres instead of 315, and that the weird flat spots on the east and south sides of the map are gone.

The funny thing was, about 2 weeks after I settled on 64 as the size of the blocks, I realized that I needed one extra sample around all 4 edges in order to calculate the terrain normals so the blocks have actually always been 66 samples across.
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Recent Comments

Off Topic: CanonImport - 2019-06-07 23:45:27 (1 comments)
Uploading videos to PC from HF-S100.

1) If you want thumbnails:
Connect camera power.
Connect camera to PC via USB cable.
Turn camera on
Open Screen
Press Camera/Play button below screen.
Generate Thumbnails.
2) Run canonimport for directions.
Bold New World - Release Notes - 2019-04-18 16:27:59 (5 comments)
Please ignore this test comment.
Bold New World - Release Notes - 2019-02-11 22:01:11 (5 comments)
One more issue: If you've forgotten your password you'll have to let me know so I can set your email preferences so that you will receive forgotten password emails. Once you've reset your password, you can go into settings to set your email ...
Bold New World - Release Notes - 2019-02-10 22:59:49 (5 comments)
Thanks for the feedback, I really appreciate it.
Bold New World - Release Notes - 2019-02-10 16:02:07 (5 comments)
Looks really cool! Good job! Even though I haven't bought any of the packages, I am still following your progress and I have to say this looks really good!
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