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Pics of Alpha version of my version of SubSpace


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Posted

Hello,

 

I have some pictures posted on my website (temporary site until I get a domain) of "Alpha Versions" of my client/server (the game) and level editor.

 

Go here:

http://redeyeware.zxq.net/

 

I have wanted to make a new version of SubSpace for a long while and now have the resources and time to accomplish it.

 

I will be releasing the alpha client/server and level editor for testing by all who would like to have an input in the development. It should be about two weeks.

 

My primary goal is to take the best of SubSpace and then expand it so that it is a much easier, richer and up to date in the graphics. I also would like to make it "open source" so that code development can continue.

 

Look for a post here about the alpha release. Alpha means it's working enough so you can get a feel for what the game will become. Basically the ability to fly around, shoot other ships and basic level building. I am starting with 2D (2D quads with all the bells and whistles) but this may change to a 3D version still keeping the overhead view/2d Plane that SubSpace has now.

 

Regards,

Richard Betson

SubSpace: Vidiot_X

Posted

Looks great. Do you plan on linking the client with our ASSS server? Or are you creating your own server? Hopefully you will find the ASSS server is useful to you.

 

The SS community would highly benefit from this project's completion. :happy:

Posted (edited)

If you are in need of website hosting, I can offer you hosting under .sshq.net or .ss-network.net free of charge.

It's hosted by DreamHost; PHP, Perl, MySQL and much more. Contact me which domain you'll like and I'll have you setup in a few minutes.

Edited by Maverick
Posted (edited)

@Purge,

I probably will write a new server. I'm looking at my options now. In some respects getting the server right is a tough job, but I have access to libraries that may make it much easier.

 

@Maverick,

I'm looking at hosting sites now. I'll let you know. :happy:

 

ps: I hope I created this topic in the right spot. :)

 

Richard Betson

SubSpace: Vidiot

 

pps: I should add that I can compile to Windows, Linux and MAC.

Edited by Richard Betson
Posted

I got to thinking about server issues; is there a link to some of the server details? Specifically the server commands, data stream formats and alike?

 

Richard Betson

SubSpace: Vidiot_X

Posted

Looks like cool work; could you give some clues on the schematics of your project? I was just wondering a few things:

 

Are you following the same network protocols that subspace currently uses?

What language\APIs etc are you choosing?

I noticed you mentioned you have access to some libraries, have you used a game engine, or have you started from scratch?

If the game is going to be open source, what are your ideas or cheat prevention?

 

General stuff like that...

 

It looks like you've got some of the fundamentals to the game going well - good luck sir. :happy:

Posted
Contrary to everyone here regurgitating material they don't even half understand, I think you're far better off not making your game compatible with SubSpace. This way you won't be smashing your head on a brick wall trying to figure everything out, so you'll spend more time on what actually counts.
Posted

Contrary to everyone here regurgitating material they don't even half understand, I think you're far better off not making your game compatible with SubSpace. This way you won't be smashing your head on a brick wall trying to figure everything out, so you'll spend more time on what actually counts.

I agree as well.

Posted (edited)

Well were to start? :p

 

On the server issue my feeling is, it's best to start from scratch. Right now I am using a library (gnet) for game networking. This will work fine at first but it will need to be modified if I were to keep the same style of networking that SubSpace uses PHP/MySql (and others) or some such. There are also other issues to consider as relates to translating the design of my client (the game on the client side) and the restrictions of the current sever. In many respects networking your game can be more daunting then coding the physics. I would like to give this some thought and come to a discussion on it after I have a stable working client and a server. The networking end can be modified later.

 

As to the game. I am "Knee-Deep" in coding. The design of the game breaks out like this. The game is a client/server. This means it can be a client or a server. If your the server then others (the clients) need to know your IP. If your the client then you will have to enter the IP address of the server to connect. For alpha testing purposes this will function nicely. I will address the future network needs when I get to the beta phase of the project.

 

I have a working inertia engine which accounts for a great deal of the movement of ships, bullets, particles and most any thing in the game that has velocity and mass. Collision is based on a "Line vs. Circle" algorithm were a ship would be virtually represented as a circle and the surface of a wall would be the line. If the circle crosses the line a collision has occurred. All that is tied into a a collection of map parts ( map walls and other collide-able objects) that are surrounded by these bounding line segments ( vertlet's ). The map engine then manages these parts displaying them monitoring for collisions. The map engine also supports Z-ordering objects so that stationary map objects can move at different speeds giving a depth effect.

 

I am right at the point of constructing the part-building segments of the level editor. This is were you will be able to take 2D images (say a wall segment) and "Wrap" then in bounding lines. This is at the hart of the collision system and the last thing I need to do before releasing an alpha version.

 

In addition to the above I can support OpenGL and Directx so alpha-blended (adjust opacity) and other types of image blends can allow for great special effects.

 

The programming language I am using is BlitzMAX ( http://www.blitzmax.com/ ). It's a high level OOP language written in and based in c++. So it is a good tool for open-source projects. I have been involved with this company as part of the "beta team" in development of most of their products. I have access to many resources and advice through their community.

 

I hope I have answered some questions. Remember the alpha will be just a basic working version of both the level editor and game client/server. That said you will be able to build basic maps and test them online. I will keep you all posted on this project.

 

Thanks for the interest.

 

Richard Betson

SubSpace: Vidiot_X

Edited by Richard Betson
Posted (edited)
One thing to keep in mind with a client/server approach is that you should be able to run it in server mode without requirements for graphics. It can be annoying if you want to run a game server on a linux box and it needs fancy hardware just to be able to run. Edited by JoWie
Posted (edited)

@JoWie

I feel this way as well. For alpha development purposes I will combine the two. But after that it will break in to a client (game) and a server (pure server no graphics). That's the plan :)

 

@All

I just bought a new computer. This is forcing me to deal with video cards and DirectX / OpenGL support in my game. It appears that I can use both (OpenGL a must in some os's), so this should make it flexible. I am finding that some cards have Great OpenGL speed and poor DirectX speed or the other way around. My test bed sytem has an on board GeForce 6150 which is at best low to fair in performance. With no timing limitation I get 220 fps (OpenGL) which is not bad. But in DirectX I can only get 60 fps or so. Even though this game looks 2D it is really a 3D game (images are on quad polygon's). Video card performance is going to be of some importance. A quality video card is going to be a must.

 

With that said I am very hopeful that my game will run quickly enough on most systems in OpenGL or DX which ever ends up to be faster for the users system.

 

Richard Betson

SubSpace: Vidiot_X

 

ps: If you have ever wanted to see what you sometimes have to go through to iron out video card issues follow these:

http://www.blitzbasic.com/faq/faq_entry.php?id=2

http://forums.nvidia.com/index.php?showtopic=183215

http://forums.nvidia.com/index.php?showtopic=177015

Edited by Richard Betson
Posted

For an early stage of development, it can be easier to maintain that way...

 

And it can be a plus for the client... You start the game, hit host, and invite your friends to join a game, just like any other game that can be played in multiplayer. Though it is not common for MMO's, but SS is kind of between a multiplayer (like Counter-Strike) and a MMO game.

Posted
Half-Life and Half-Life 2 games offer the option of both. Listenserver is what you have if you launch from game (and you play at the same time in your own server too, until you disconnect/exit of course, then the whole thing goes down). Server is generally the console-based version.
Posted
A listenserver is what I am working out right now. I have just got the timing code down enough so I can sync up it all. I have two computers going right now to test it and it seems to work.
Posted
Im an artist and a fan since this game was beta waaaaay back when. What I would love to see and what has been missing is flagging. I remember the days of getting killed, having to green up as fast a possible so you can attach to a team mate in the heat of battle and help in the attempt of overtaking a base or the reverse, sitting on a nest of flags, the base is overrun, "can we last 2 minutes or relocate for even more points?!" Those were the glory days of subspace. The new servers they have I don't understand, there are rules and limits to each but there's no "game" being played on them ... really.
Posted (edited)

Is there a way to attach a file to a post? I would like to upload a copy of the editor just to see how its working. It's very "Alpha" but is far along enough for some video card testing and feed back. It does nothing to special right now. It will load a preassigned map, let you do some editing and save the map. One cool feature you might like is "Multiple Sub-Views". Using a Tab Interface you can open multiple sub-views of your map. This allow you to have many independent views and independent locations. So you could have a view in the NW part of your map and on the next tab have a view of the SW part of your map. You can scroll around any view in any direction (set 8 axis for easy keyboard control) as well edit from each view.

 

Sadly no part editing yet. But very soon. The collision system in the game requires the part editor be working enough to create bounding lines around parts. So, it is next up.

 

I need to make a few more tweaks but should have it ready by Saturday (ish :rolleyes: ). If I can not attach a file I will post it on my site (might do both).

 

L8r

Edited by Richard Betson
Posted

Thanks Purge.

 

I just exchanged my new computer for a for a different one. I had bought what I thought was an Athlon II X2 but instead was sold an Athon II 170u (2 ghz) single core. The short story is they messed up, and upgraded me to an 2.8 ghz Athlon X2 220, 4 gigs memory (was 2) and a much nicer monitor. Over a $100.00 us free:)

 

So I am sorta moved into my new , new computer and I am back to coding.

 

L8r,

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