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Posted (edited)

My approach to SubSpace is as SubSpace as an OS. http://www.minegoboom.com/server/ssos.html

 

All of thoses games should be possible to create inside the sphere of subspace2.

But that will something a zone would develop, rather than something built into the game.

 

Basically my intention is to create an open architecture. Which would allow a massive amount of customisation.

 

Some example "mods" would need to be created, one of these would be "Original SubSpace" which would be the legacy aspect smile.gif

Edited by doc flabby
Posted
there is no way i will read all of that..but i did read the beginning and got a taste. It sounds good.
i

We basically that link refers to original subspace. I want this project to continue in the same vein, and be a development and creative environment as much as a game.

  • 1 month later...
Posted

A Copy of the sf.net application. This might be helpful for people trying to understand what the aim of this project is.

What is SubSpace? SubSpace is a 2D based MMOG with a client - server architecture.

 

The full system infrastructure is complex; its current structure is;

- Directory Server: Used by clients to find zones to play in.

- Biller: Provides central user database and score saving. Additionally it controls network wide bans. Provides centralised IRC-like chats.

- Zone: Connects to a Biller to authenticate users. Provides the actual game logic to play.

- Client: Connects to zones to play.

 

Currently the infrastructure is very centralised, if the billing server crashes its very easy for players to login in who are banned, or for players to login on other peoples names. This project in addition to developing will change the architecture to be more robust and less centralised. Most of the code for existing SubSpace tools is in the public domain or is open source, or has an open source alternative to the closed source tools. The exception of which is the client, which is closed source to prevent cheating.

 

Implementation of SubSpace II

 

System infrastructure of SubSpace II

- Directory Server: Used by clients to find zones to play in, and to find Chat Services.

- User Database Service: Holds information on users (username, password)

- Chat Service: Provides distributed chat system. Chat Servers can connect to each other and share chat rooms. Clients connect directly to a chat server, or connect via a Zone

- Network Service: Caches user database service to authenticate players for zones. Stores scores and services for the network. Provides private messaging for players in the same zones in the network, provides central banning point for all zones connected to the network. A network can support 1 or more zones. The above services will be based on existing Open Source and Public Domain code.

- Zone: Modified version of ASSS http://asss.yi.org/asss/ Client: Connects to Zone, Directory Server and Chat Service(optionally, due to firewalls may connect using the Zone)

 

SubSpace II Protocol.

 

The existing protocol is a bi-directional protocol based on UDP packets of no greater than 520 bytes in length. This was designed for optimal play on dial-up modems. The Subspace II protocol will be based on the SubSpace protocol but have larger packets, and be able to alter the size of the packets to minimize latency and packet loss. Subspace II Client The Client will be cross platform c# (mono compatible) and will use OpenGL for graphics It will aim to have a degree of backwards compatibility with SubSpace, but that will not be a priority. It will build on the SubSpace platform and provide an extensive array of game play, visual, audio and other customisations. The idea is to take SubSpace to the next level and provide a immersing MPOG experience. It will allow designing of your own levels and uploading them to the Zones to then play.

 

How is this project different?

This project differs to the only other active project (ss-discretion) http://ss-discretion.sourceforge.net/ as it aims to take the successful elements of the SubSpace/Continuum genre and update them for the modern age. Unlike ss-discretion this project will use 3D OpenGL graphics to render the spaceships and spatial environment, whilst keeping the 2D viewpoint. This will allow a vast array of new graphically effects and opportunity to play first person in some aspects of the game (such as when you are using a turret). Additionally the aim of this project is to extend the gameplay to allow game server owners to customise the playing experience such that almost any game format should be possible. The current game is limited it just 8 ships, each ship can have guns, bombs or both, and a set number of special tools. SubSpace II will allow a larger numbers of ship types and weaponry and customisation. Please note the registered trademark on the name SubSpace expired in 2005.

 

 

Please note this document is historic, I have since changed the design, or rethought of some aspects of STF.

  • 1 year later...
Posted

I think SubSpace 2/II is fine. Nobody owns "SubSpace" any more. As long as the game/engine can be made professionally, maturely, decently, and live up to the name and VIE-quality, I think it would be and is perfectly acceptable.

 

Although I must mention that if the minds of programmers/developers here about AS3 do not change and go into action (Edit part of Post #6 at https://forums.minegoboom.com/viewtopic.php?p=80396#80396), the game will not be very friendly or successful to the player and Subgame2 developers. For Subgame2, it is very easy to make and run a zone without ever having to look at or touch code at all. Subgame2 does a good job at trying to target players as little developers.

 

Mmm, Subspace II...

  • 1 month later...
Posted
my buddy freak nigh is working on a "subspace 2" i dont know if thats what he intends to call it but he plans to take an old game called Diaspora, which he remade and is now PDiaspora and combine aspects of that space game with aspects of subspace, it should be a killer game because he is one hell of a programmer

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