The One Man MMO Project
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.)
[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.
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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.
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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.
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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."
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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.
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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.
You wouldn't believe how much work adding this one progress bar was!
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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.
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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.
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A while back I put together an audio system which I have been using to play music in the menus. While I had the ability to play any sort of sound, it was kind of inconvenient to use -- each sound had a handle that needed to be managed.
I needed something that would run the audio system and manage things for me. With the number of complaints I've heard from audio folks over the years about the general lack of attention to audio in games, I was surprised by the lack of solid information on what kinds of features you would want in an audio system. I looked around on the web, then went through all the Game Programming Gems books until I found Creating an Audio Scripting System. Quite a few of the ideas I implemented came from that article.
If you're an audio person and there's important stuff I'm missing, or if this is all just wrong, by all means tell me in the comments.
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Dates are Hard - 2014-11-16 11:58:48 (3 comments)
Also still following this project.
Hope we can jump into action soon.
Dates are Hard - 2014-11-15 02:34:23 (3 comments)
After the Friends and Family Alpha starts I'll be able to talk about dates.
Dates are Hard - 2014-11-14 17:56:02 (3 comments)
That's a shame, but don't forget that your rabid fans are still fanatical, and er, rabid.
Would you like to give an updated release estimate, or are you a little wiser this time :P
Happy Anniversary! - 2014-11-12 11:36:58 (2 comments)
Thanks, we really did have fun. The EMP museum & Darth Vader's lightsaber were the highlights for me although the Seattle underground tour was really interesting as well. It was strange to leave the laptop behind and not work on or even think ...
Happy Anniversary! - 2014-11-11 17:16:10 (2 comments)
Huzzah! I hope you had fun with your family :)
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