This year Full Indie demo nights and the weekend playtests gave me a chance to see people play the game I have worked so hard to build. It was awesome. It was also the year all the technology to run a massively multiplayer seamless open world real time strategy game finally came together. Miranda can now run on multiple servers just like it does on one. With this last piece of uncertainty gone, Miranda is finally ready for a larger audience.
April brought the first video of Miranda, however brief. It was long overdue. A little later came a bit longer video.
There were a ton of new features this year including the first pass on the Empire faction, Progression, Fauxranda, the Shroud (which drastically changed the feel of the game) resource harvesting (Harvesting is one of the pillars of RTS.) Arguably my favourite part of playing Command & Conquer when I was younger was the Superweapons, so I was pretty excited to add the fuel-air explosive missile and the orbital bombardment control platform (which was inspired by Babylon 5's outlawed mass driver.) I've always felt that Veterancy was underused in Command and Conquer. The perks that veteran units gain can be game-changing, yet many players don't bother to keep units alive long enough to reach even veteran status. I look forward to one day seeing a force of heroic units blazing a path of destruction across Miranda.
This was my favourite blog post of the year.
285,553 Lines of C++ Code
6.234 Lines in largest file scene.cpp
1,211 C++ files
578 UI Files
559 Items in the "what did I do this week" log.
127 Facebook Likes
62 Checkins to Mercurial
42 Blog Posts
23 Custom Tool programs
8 Server programs
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