The six year anniversary of the start of development on The Imperial Realm::Miranda passed quietly this Monday while I was busily fixing bugs in some new elements for the upcoming trailer. (The people on the mailing list just received the advance scoop on that.)
Miranda's development has taken too long. I'm the first person to admit that. I feel a little awkward now when someone asks me how long I've been working on the game. I've often described Miranda as wildly ambitious but now that it is coming together, I think it is going to be unique and surprising for traditional RTS players.
[Miranda has certainly come a long way since this first multiplayer session back in 2011]
So what can you expect from Year 7?
Something I discovered people are quite floored by when I demo Miranda is when I zoom out from my base, then it switches to map view and then just keeps zooming out. While I don't yet have the full 300x300KM map, even my 20x20KM test map gives a pretty good sense of how big the environment is. So that needs to be in the trailer. The map has been working for a long time, but when I took a close look at it this week, I found a few little things that needed to be addressed.
Every once in a while being a programmer is a useful skill.
For years I fought with Pixela's broken ImageMixer software to try to get it to download videos from my Canon Vixia HF S100 camcorder. The software worked about 30% of the time, which was enormously frustrating. Recently the PC with that software had a hard drive failure. I couldn't find the original software CD. Canon's website now recommends CameraWindow, ZoomBrowser and ImageBrowser for the HF S100, but after finding the camera box with the serial number and entering that, downloading and installing the three packages, not one could see the attached camera. I'd had enough.
While watching TV with the wife last night, it took just four hours to write new Windows software to locate the attached camera (or storage card,) download the videos, thumbnails and photos from the camera and copy them to a PC with a naming scheme consistent with what I used to get from ImageMixer. I should have done this years ago.
Recording game video is not as easy a problem as you might think. You likely want to record at 1920x1080 resolution, 60FPS so that's 1920x1080x3x60=373,248,000 bytes every second (373MB/s.) My disk drive is pretty quick, it can do around 85MB/s, some newer hard drives can break 100MB/s. My first video recording system wrote every frame as a PNG and I liked to call it the crash-the-game-button. It would record about ten seconds of video before it ran out of memory and crashed, however once I had half a video recording system, I kind of wanted to finish it. Actually, that's not true. The reason for all this work is that I'm not satisfied with the quality of video produced by screen capture programs. The trailer for Miranda needs to look as good as I can make it.
I've been working on the first trailer for Miranda pretty much continuously for six days now. Sometimes when you get a good idea, its hard to leave it alone. The first ten seconds took four days, the next five seconds I've got two days in and counting.
The first shot of the trailer is fully CG. I've tried CG work before, but never was really satisfied with what I produced. It was OK, but not good enough to show anyone. I put the new shot together with Blender
which I've grown to appreciate is kind of amazing. Blender used to have a terrible, terrible user interface. It doesn't anymore, a change which really surprised me.
Today The Imperial Realm::Miranda passed 250,000 lines of C++ code!
That doesn't include other types of source (HTML/CSS/XML/JS etc.) libraries I didn't write, or Chrome (which itself is around 4M lines of code.)
That's an average of around 42,250 lines of code per year. I feel pretty good about that. I'm always amazed at claims that the industry average is around 3,300 LOC/year - that's a lot of overhead.
There is nothing like trying to get software running in an environment that is actively screwing with it.
[Rolling Strike Force Alpha]
I borrowed a laptop with a 3K (3200x1800) screen from a friend to do some debugging on high resolution displays. Bugs like Windows reporting the 3K laptop's screen resolution as 1067x603?!?! (I wasn't calling SetProcessDPIAware early enough.) There were an assortment of minor issues I was able to quickly fix, but when I went to test them, things really started to go off the rails.
I needed some special characters for Miranda and after investigating simply inserting bitmaps inline, I realized it would be better to have a custom font. Tonight I built a font for Miranda using Gimp
. It was super-easy. Design characters in Gimp, export to SVG, drag and drop onto Glyphter, name the font, save a ZIP and you're done. Glyphter exports EOT, SVG, TTF and WOFF as well as a CSS file supporting all of them.
My new characters:
A new build of The Imperial Realm::Miranda is finally live. It has been a while since the last update, mainly because there were a couple of big changes to the game that I wanted to finish. The really exciting thing for me about this build is that with a full complement of units for the Independents, it is the first one that really tests a lot of the game features I've been building.Note: The database on the test server has been wiped. Testers will have to create their accounts again using the same Secret Lair Code as previously.
This screenshot shows all the units that can be built from the Independents' default inventory before the player needs to start shopping at vendors or hunting for crates.
I hate it when I hit Friday afternoon and I haven't finished what I was working on that week. I like to be able to do demos on the weekend. It looks like that's going to work out for me this week.
Since the end of July I've been working on a full set of units for Miranda's Independents faction. It took an amazing amount of time to figure out just how to get all the game elements I wanted, and put them into the framework I've set up for Miranda. I've worked on lots of other things as well - I can only spend so many hours in a spreadsheet without doing any programming - but an initial full set of units for the Independents was the big goal. After doing a lot of research and game testing and building a stack of messy spreadsheets, that goal is now mostly achieved (although many units' special abilities have yet to be implemented.)
[ATVs on the move, Hover Tanks & a Few of the Independents' New Units.]
Thanks so much for letting me know of the problem. I looked at the server log and you appear to have arrived from a direct link to page 6, which would account for what you're seeing. Maybe check your bookmark is just http://onemanmmo.com/
I think your web server clock threw a wheel. Suddenly your 2016 posts aren't at the top and 2015 ones are. For a while the IT post was at the top, now on Aug 9th the April 2nd, 2015 post moves to the top as if it were brand new. At a guess, the ...
Both buildings and vehicles capabilities are based on the components chosen for them so all the things you describe are currently possible, although I don't have as many component variations as I'd like yet.
In the final design, partially filled harvesters can happen. While there is still a timer to tell the harvester when to leave, if the field is low on resources the timer is shortened, also the player can tell it to leave and it will leave with a ...
Any thoughts to expanding base design/building using components? Possibly as a future feature or expansion.
I'm a personal fan of the Tower Defense genre, which origin is attributed to RTS - specifically the Autumn Tower Defense level in Warcraft 3. ...