I watched a ton of RTS game trailers last week trying to figure out what elements people might expect in the trailer for Miranda. Besides a bunch of prerendered stuff that I'm not going to do, what I saw were a lot of explosions, some simple vehicle physics, and a lot of weapon effects that leave trails of smoke. That's not too bad a list.
Up until today I've been exporting NvOptimusEnablement to enable the NVidia card in my laptop (which also has an Intel card for 2D.) For whatever reason, it stopped working mysteriously this week which led to an hour of trying to figure out why it was all of a sudden taking 3 seconds to render each frame (Intel OpenGL is really, really sad.)
uses UDP for messaging. Sometimes it is super-inconvenient to break a message into packet-sized pieces so on top of that, I have what I call JumboPackets. JumboPackets support sending messages larger than a single packet. The cool thing about the way I implemented JumboPackets is that as far as anyone outside the networking system is concerned, they are just like regular packets - only bigger.
The one problem with JumboPackets is that they're subject to rate limiting like any other packet, so if a jumbo packet is actually 3 regular packets, it must be reassembled on the proxy, sent to the client and then reassembled again. So a 3K packet at a 1K/second send rate limit with 2 hops takes 6 seconds to get delivered. This problem gets worse as packets get larger. Recently I started experimenting with much larger datasets (more units, more teams) and discovered that some of the packets sent during the initial connection were getting quite large and noticeably slowing "load time."
In the last blog post I said I'd been working hard to get Miranda out the door. Here's some of the things I've been working on...
[Chat, building smoke, animated radar dishes, new silos and power gauge.]
Back at the end of April I decided it was time to get The Imperial Realm::Miranda
finished, so I worked out a feature development plan with the goal of releasing the game on November 9th, the 5th anniversary of the project. I optimistically believed that would be early enough to beat the AAA Christmas launch window PR blitz. The plan was:
- October 9 - Friends and Family Alpha.
- November 9 - Teaser Trailer & Limited Public Alpha.
- January 9- Beta.
- February 9 - Trailer & Launch.
The plan was aggressive, I had a lot to do, but it could have happened.
To celebrate the 5th anniversary of my work on The Imperial Realm::Miranda
I left the computer at home, took the family to Seattle, and spent three days having fun, eating well, and seeing new things.
Darth Vader's Lightsaber from The Empire Strikes Back
The Indie Game Revolution at The Experience Music Project Museum
There was a post on Gamasutra
this week about #StealKeyRequest
: phony reviewers scamming game developers for free Steam codes and then selling them on discount game key sites. That's not cool. If this happens to players of The Imperial Realm::Miranda
, at least they will know what happened.
Today I'd like to introduce the newest feature in The Imperial Realm :: Miranda
, the Conquest Map. This map reports in real-time the success or failure of the different factions on Miranda, as well as where fighting is currently underway.
The Imperial Realm::Miranda
was originally planned to be a free-to-play game with currency sales to support the game. Now that it is a pay-to-play game, currency sales are out, and a way to sell overall access to the game is in. Enter Secret Lair Codes
Secret Lair Codes allow access to the base game on either a timed or permanent basis, and support additional entitlements which can be redeemed either per-account or per-force (Miranda's analogue to a character slot in other MMO's.)
The screenshot above shows the screen which allows you to redeem per-force entitlements for codes which have been redeemed on the current account. The plan is that Miranda will have a Standard Edition and a Premium Edition which will both allow access for the life of the game, as well as a couple of lower-cost, timed, trial options of up to a month in duration.
I have a couple of new screenshots to share. I've been worrying about the performance of rendering and loading for a while now, but I ran Miranda in Release mode today for the first time in ages, and was very pleasantly surprised to find that everything is in fact running wonderfully. Load times are good, frame rates are solid. Stuff like that makes a Friday.
This first shot shows everything I've been working on this week. Buildings are tinted (when selected) with a color selected by the player. Selected (or under attack) units have health bars overtop of them that match the tint color and the background color of the name in the new player list in the top left corner. The player list shows the faction, player name, color and level for every player you can see. I experimented with putting the player name directly above every unit, but with a lot of units onscreen it was an illegible mess. Kills Today is an idea I shamelessly stole from Transistor
- thanks Supergiant!
This shot shows the same base from the top of a nearby mountain during heavy weather. I changed the magnification mode on the dust which got rid of some pixellation.
There are a few more explosions now. And a variety of sound effects. I'll be putting some more effort into sound soon.
It worked fine for me :D just looking back through your blog posts :p are these still the blast effects? because they look cool also what is the sound for this blast effect?
Upgrades - 2016-04-09 07:13:38 (1 comments)
Yeahy can't wait for the next dev blog. Sounds like you have had some bad luck with windows 10 it worked fine for me with the previous updates which fixed most of my problems. It makes me happy to hear you have a better machine now :p.
Hey Robert, it is great to hear an update! loving the resources and ideas. I like the sound of a nice sparkly effect on the resource fields. Looking forward to a public test :p. thanks again for the update :).
I'll write up the whole story when its done.