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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
What's Next
By Robert Basler on 2019-03-09 13:51:04
Homepage: onemanmmo.com email:one at onemanmmo dot com

Since Bold New World came out I've spent much of my time doing PR and catching up on everything that got ignored in the run up to the release. I did the company accounting. I finally installed the new modem my internet provider sent me in December - it tripled the speed of my net connection! Would have been nice if they'd told me that in advance. I also fixed a few bugs in the game and the scripts for posting new builds.

I started this week on the next update (which is currently unnamed.) Unnamed Update focuses solely on gameplay updates: new units, new missions, AI enhancements and improving the combat experience. Hopefully there'll also be some new perks and a few other things players will like in there.

nonai_Lo.jpg
[I can log in as the AI! That is not how I'm going to improve it. Also, the AI has no unit cap.]

The fun part of my week was playing through the Allied missions of Command & Conquer Red Alert 2 - I can do that as a Professional Game Developer(TM). I was surprised to find that the AI isn't as good as I remembered. It would do interesting things for the first couple of minutes, then I seemed to fight it to a standstill. Then I'd organize my offensive for a few minutes and steamroll it. It was good to play with all the different units though, it gave me a lot of ideas for Unnamed Update.

This won't be a monolithic release like the previous three. As I get new features completed I'll be putting them on the live server. This might be a bit buggier, but it won't be so long between updates.

I'm starting with work on some longstanding desync bugs during combat. You may have noticed units that look dead but aren't, apparently dead units that don't explode, zombie movers and teleporting. All of those come down to a couple of things that aren't working the way I'd like them to.

I've worked out how to fix those issues and I started work by adding a tool I can use to check individual units for desyncs. That works perfectly and yesterday I used it to fix the issue of the health of units going out of sync with the server after combat.

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