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.]
Friday I had what I believe is the first new feature that didn't require a single engine change: I made a new explosion (the one in the middle.) All that was required to add this was a script file change and some new art. I now have all of the elements I need to make some nice explosions:
- Animating, color changing particles for fire and smoke.
- Hot spark particles.
- Debris particles.
- Spherical particle emitters (smoke and fire, shockwave rings.)
- Ballistic particle emitters (sprays of sparks.)
- Camera shake.
- Screen whiteout (not shown in these explosions.)
- Audio propogation delay (farther explosions take longer for you to hear.)
I'm not totally satisfied with these yet, but now it is mainly a matter of adding to and tweaking the art. The plan is to have a few more explosion effects in the finished game.
I've been programming for 34 years now. I have never had this happen before.
I was working on a feature for the AI for units in the game. If the AI decides to move to attack an enemy, I want it to return to its original location afterwards so units don't just wander off whenever an enemy comes by.
To implement this, after a unit is downloaded to the client, I save the unit's position so it knows where to go back to. With an existing unit exactly nothing happens then. Just like I planned it.
By happenstance, a brand new unit's Y location isn't actually set to a good value when it is downloaded, (shortly after it is downloaded, some other code sets the Y value to place the new unit at the right height above the terrain.) The first time the AI wakes up and looks for something to do, it sees the change in Y and as far as it is concerned, the unit has moved. The AI then tries to move the unit back to its home location (where it actually is already) however, as part of the process of moving to its destination, it does a collision check to make sure that the destination it is moving to doesn't have any other units on it. If its destination is blocked it will move to the nearest clear location.
I had another feature on my task list which said:Make new units find a good position to park instead of just appearing on top of one another in front of the war factory.
in the AI does that for me now completely for free!
The first time a unit moved aside after creation I was completely astonished. AI is voodoo.
This was just a super-quick test of the new AI support for base defense turrets (the weapon effects are recycled for now.) Like Command & Conquer, they are disabled when the base has low power.
[Base Defense Turrets]
One thing that always bothered me about this otherwise quite nice shot of Miranda is that all the buildings are buried in the terrain to varying extents. Until today it was the ugly but unsurprising consequence of flat-bottomed buildings and non-flat terrain.
This screenshot shows Miranda's new deformable terrain. Wherever a building is placed, a patch is placed on the terrain to flatten it out. There are still places where even this can't provide a perfect presentation (like when two buildings are very close together,) but overall it is a considerable aesthetic improvement.
Player count was up, crash count was down so both those numbers are trending in the right direction. There's simply no way I can find all the bugs myself because everybody plays different and has different equipment (we tracked one player's crashes ...
I was not able to play too much this week. But I have to say the amount of crashes was a lot lower. Unfortunately not completely gone though.
Looking forward to see where it goes from here!
A player found a bug that only affected players playing for the first time today and resulted in most keyboard controls (like WASD scrolling) not working. I have put out a new build which will prevent this problem going forward. ...
I didn't remove any keys, and if you got into game your account will still be just as you left it.
If you already had a key last time, you can simply keep using that one? Or do I need to request a new one?