Massively Multiplayer
Seamless Open-World
Real Time Strategy
 

Twitter   Facebook   Google+   YouTube   E-Mail   RSS
The One Man MMO Project: Unit Design Screen Revision Four
By Robert Basler on 2016-05-29 01:11:57
Homepage: onemanmmo.com email:one at onemanmmo dot com

This past holiday Monday I spent a few hours playing Guild Wars 2 and tried the Mystic Forge for the first time. As soon as I tried it I realized that the UI design they were using would make a much better interface for the Unit Design screen in Miranda so I took a break from server optimization to rebuild that screen (and make something I could take a screenshot of for a change.)

On the new unit design screen, every time you pick an item from your inventory to go into the design, the game applies the unit design rules and grays out any inventory items that don't fit the design based on your previous selections. This simple refinement eliminates a whole bunch of numbers and red things and greyed out things that players would have undoubtedly struggled with.

I was also reading an article on MineCraft where the author said that because there weren't any instructions for MineCraft when it started, that the community got together to discover what you could do in the game. I realized that all the stats that Miranda was exposing entirely precluded this kind of experimentation and discovery so I have removed all of the component stats from the UI. Players will have to figure out which components are best for what through experimentation and shared knowledge. Players will still have a few things to go on initially: name and description, price, quality (color), tier, sellability, veterancy and build time.

I've been wanting to do more video, so I recorded a demo of the new Unit Design screen (and some other things.) There isn't much game audio in the video, there's still lots of work to do on that.


SD(360p)
HD(720p)
HD(1080p)


[Designing a New Tank (3:18)]


Work on the server is still proceeding nicely. I can currently get 35 clients to remain connected reliably. I've fixed a few more little bugs but most of my time this week was spent hunting one of my two terrible bugs. I was pretty happy when I finally tracked it to a rare desync in the list of entities that the client is currently interested in. If it happened that an entity was added and then immediately removed, the server thought it didn't need to tell the client about that change. It was wrong. Above 35 clients I have a small design flaw with my networking that causes a packet flow backup. I'll be tackling that on Monday.

By Luke Thorne on 2016-05-29 17:01:39
Homepage: email:lukeypukey36 at gmail dot com
Hey Robert, its great to see your first video of the game!. I love how big the map is and I also love the unit designing system that allows you to have different strats to counter other people. Just watching this makes me want to play:D. Good work mate :)
By Robert Basler on 2016-05-29 17:15:56
Homepage: onemanmmo.com email:one at onemanmmo dot com
Thanks! The final map is planned to be 225x larger than what is shown there - that's my 20KMx20KM test map.
By Luke Toomey on 2016-05-30 19:31:13
Homepage: email:toomey2u at hotmail dot com
Looks awesome, Really good work
as another luke has said, the Unit design system is really interesting, especally with the added bonus of experimentation on Fittings.

im looking forward to seeing this grow, as i was when i first signed up.
By Ivan on 2016-06-10 18:11:21
Homepage: email:scriptwolf1 at gmail dot com
It's funny how difficult it is to fill the extremely niche void that's left after playing Beyond Protocol/After Protocol and Mankind. What you're doing is incredibly ambitious and I've been silently watching this game's progress for a long time now. Watching videos like these is always a treat.

Best of luck with development, an mmo of any kind is a monumental task.
By Robert Basler on 2016-06-11 01:27:51
Homepage: onemanmmo.com email:one at onemanmmo dot com
It would have been a whole lot easier if I hadn't gone with a gigantic seamless open world and limited the number of players in a match to 8 or so. Live and learn ;)

There should be another video next week some time - superweapons this time.

New Comment

Cookie Warning

We were unable to retrieve our session cookie from your web browser. If pressing F5 once to reload this page does not get rid of this message, please read this to learn more.

You will not be able to post until you resolve this problem.

Comment (You can use HTML, but please double-check web link URLs and HTML tags!)
Your Name
Homepage (optional, don't include http://)
Email (optional, but automatically spam protected so please do)
Type plane. (What's this?)

Admin Log In



[The Imperial Realm :: Miranda] [Blog] [Gallery] [About]
Terms Of Use & Privacy Policy