Twitter  Facebook  Google+  YouTube  E-Mail  RSS
The One Man MMO Project
The story of a lone developer's quest to build an online world :: MMO programming, design, and industry commentary
2016 was a Thrilling Year
By Robert Basler on 2017-01-02 01:54:01
Homepage: onemanmmo.com email:one at onemanmmo dot com

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.

The%20Imperial%20Realm%20-%20Miranda%20-%20Free%201_Lo.jpg
[My favourite screenshot of 2016.]

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.

2016 By The Numbers

285,553 Lines of C++ Code
6.234 Lines in largest file scene.cpp
2,375 Tweets
1,211 C++ files
1,002 Followers
578 UI Files
559 Items in the "what did I do this week" log.
248 Textures
210 Models
201 Materials
127 Facebook Likes
72 Shaders
62 Checkins to Mercurial
42 Blog Posts
23 Custom Tool programs
8 Server programs

By Czar on 2017-01-02 11:56:37
Homepage: email:
This is very exciting stuff! I didn't get a chance to play more than a couple of hours but the potential in those couple of hours was obvious. You have done an amazing job thus far. Keep it up and you'll make some good money! :)
By K on 2017-01-02 13:12:13
Homepage: K email:K
Wish you the best of luck with your project.

With the core mechanics mostly in place as i understand, i hope you manage to come up with a decent game flow and balance now.

From my experience with persistent world MMO strategy games, the main problem is avoiding stargnation and lack of space for new players. At least if we are talking about a game world lasting many years. How are you planning to tackle this?
The options i've seen are either remove the persistence (log out = units and structures on the map disappear), or remove the permanence (game rounds from 20-120min in case of MOBAs; or months in case of slow shit liek travian). Or is it maybe something else entirely?


Also, when the game is in fully playable state, you really should start thinking about marketing. Active players are absolutely essential to any mmo.

And as far as i know, the only people who know about this game right now are specifically the mmorts enthusiasts who are monitoring for such games. You really gotta go dick around with game media outlets and steam once you believe you've got something to show.

Hell, i'd even suggest maybe going to steam in advance to get some exposure and perhaps get people to add your game to their wishlists.
By Robert Basler on 2017-01-02 23:08:09
Homepage: onemanmmo.com email:one at onemanmmo dot com
You have done an amazing job thus far. Keep it up and you'll make some good money! :)

Thank you, fingers crossed!

With the core mechanics mostly in place as i understand, i hope you manage to come up with a decent game flow and balance now.

This is why I'm getting people to play, feedback will largely be shaping the game going forward.

From my experience with persistent world MMO strategy games, the main problem is avoiding stagnation and lack of space for new players. At least if we are talking about a game world lasting many years. How are you planning to tackle this?

Originally I wanted Miranda to have persistence, here's why your units now disappear 30 seconds after you log out of Miranda. Base mobility plays a large part of the player experience on Miranda. You put your units where you want them depending on your goals at the time.

you really should start thinking about marketing.

That is literally the next thing on the list ;) Steam is awesome, but it is not something that is going to happen for Miranda in the short term.

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)
What is 5 multiplied by 1? (What's this?)

  Admin Log In



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