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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
The 10,000 Foot View
By Robert Basler on 2015-01-01 13:18:43
Homepage: email:one at onemanmmo dot com

I really enjoy my annual ten-thousand foot view of The Imperial Realm::Miranda's development. Its such a big change from my head-down, in-the-trenches day-to-day.


[Evolution of Miranda's Environment in 2014]

I spent the first three months of 2014 working on unit movement. Once I'd seen some of the larger battles in Supreme Commander, the bar had been raised. With some ingenuity and a whole lot of effort, in those three months I was able to reduce the bandwidth for the unit movement system enough to make huge battle groups feasible. Around April I started thinking seriously that it was time to finish the core feature set and get the game out the door. I received some helpful art direction resulting in big changes to the appearance of Miranda (as shown in the animation above.) The gray terrain gave way to the originally intended white, flower rendering went from blobby textures to texture billboards and the sky went from an image I didn't have rights to, to a solid blue blending nicely into the terrain in the distance. May and June I was fixing bugs, and adding more pretty like the cool topographic map, cloud shadows, and a lot of particle effects. July brought in crash reporting and a shiny new installer. August brought a whole bunch of new features to the HUD including health bars over units. For the longest time I wanted to avoid having health bars, but my plan to have the vehicles' color fade as they were damaged didn't work as well as I would have liked. In September I added the live world map and at long, long last found music for the start of the game. In October I put in the base layout system and Chat, then in November I celebrated a shocking fifth anniversary of development and added more support for factions along with a bunch of new buildings, tanks, rotating antennas and smoking smokestacks. In December I was completing a bunch of features that were almost, but not quite done. I wrote almost 38,000 lines of code this year!

My favourite blog post of the year was Missives from the aether.

The highlight of the year has been seeing Miranda become more and more polished, placeholder art disappearing, and my ideas finally coming to completion.


[The Imperial Realm :: Miranda December 31, 2014]

Resolutions for 2015

  • I will develop interests outside of game development. I have time for family and Miranda and not much else. I'm thinking maybe D&D or something arty or robots!
  • I will be better at PR. I did almost none in 2014. I was too focused on finishing.
  • I will find a next project idea I can finish in a year. I have some ideas. It might be another MMO.

2014 By The Numbers

234,389 Lines of C++ Code
4,842 Lines in largest file scene.cpp
1,072 C++ files
840 Tweets
692 C++ Classes
536 Items in the "what did I do this week" log.
342 UI Files
144 Textures
109 Materials
84 Checkins to Mercurial
71 Models
62 Shaders
29 Blog Posts
27 Facebook Likes
17 Custom Tool programs
8 Server programs
5 Remaining Incomplete Core Features

Favourite Devlog Comments

  • Sky was rendering upside down.
  • Added Power Plant, now it works.
  • Added Silo, it also works.
  • Added Satellite Uplink, it also works.
  • Edited big list of swears.

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