Vidiot_X Posted October 5, 2012 Report Posted October 5, 2012 New server and client working great in testing. Here clients and server exchange fire.New playable client upload very soon. http://www.youtube.com/watch?v=KXBwfkf31N0&feature=youtu.be Quote
Lone Outlaw Posted October 6, 2012 Report Posted October 6, 2012 (edited) i think you might need some default wall art, and ship graphics? Before a client really takes with the current subspace population. (and not just a simple wall, but something really cool) And a wall/ship and level editor. Not really sure but i think you have all this? But so far i've only seen 2 or 3 ships? Perhaps post a thread displaying all the ship models, colored in etc. Or is the goal to use subspace ships? Perhaps design a nice base to show off the potential and the new wall art also. Now some skilled people might have the incentive to start from scratch and make a zone, but if you really want heavy involvement, you need some defaults set up. (Subspace/continuum, had their own defaults) If you could get some graphically inclined people to make a wall set each, or five wall sets using your tile and map editor, it would be pretty cool. Both thin and thick walls etc. Also a list of similarities and differences between your client and subspace would be nice. Ie detailing the extra security? Chat system? Friend system? The extra gameplay enhancements? Map enhancements? It's all kind of disorganized and hard to grasp with all the threads you made. For example can we have 1 way force fields? Which you can fly through from one direction, but going back it blocks you? This would allow for so many map ideas it's not even funny. Obviously im sure you are eventually heading towards this, but just expressing how eager i am to see it. Edited October 6, 2012 by Lone Outlaw Quote
Vidiot_X Posted October 6, 2012 Author Report Posted October 6, 2012 Hi, Phoenix is a whole new approach to a SubSpace style game and already includes much more capability and flexibility then Continuum. Phoenix is still 'alpha' which means I'm in the 'backbone' development phase where the basic frameworks and engines are fleshed out. With the completion of the networking framework (very soon) Phoenix will be at the beginning of the 'beta' phase. This is where adding game play features and graphics come into play. There are and will be support tools for Phoenix such as a map/world editor, background editor and more. You can take a look at these: Map/World Editorhttp://www.subspace....s-and-overview/ Planet Background Maker:http://www.subspace....nd-backgrounds/ So at this point Phoenix is just getting to the point where we can start to play it together online. To get to that point it took the development of the following 'CORE' frameworks (from scratch). Physics Framework - 95% CompleteThis handles the player objects and is what makes them move and react. Collision Framework - 90% CompleteThis system is based on a custom vector/vertlet style math and is highly flexible allowing almost any object to receive collision in nearly any geometric configuration (shape 2D). This alone allows great flexibility in map design letting a user create interesting and detailed collision objects. No 'tile map' limitations as the framework is not bound by a grid quad-tree system and is completely freely positionable. Mapping Framework - 90% CompleteThe mapping framework is a 'free floating' system. It is not limited in the way tile map systems (quad-tree) are in the placement of a map object (tile if you like). Phoenix's mapping framework is based on the idea that the user can place a map object at any location in the map. This allows great freedom and flexibility in map design. Part Objects Framework - 95% CompleteThis framework allows the user to integrate custom part objects that are predefined with collision, graphic (color, blend and more) and other data . These part objects are then used by the mapping and collision frameworks. Networking Framework 50% - CompleteThe networking framework of course handles internet communications but also a lot more. Phoenix is using a client side prediction model which is great for handling latency and security. Combined with an authoritative server the system provides good security and great latency performance. That is an overview of where I'm at in development to this point. I expect to complete the alpha phase of this project very soon which after more then a year of research and development is very satisfying. I believe it is helpful when looking over this project to remember just where I am in the development phase. Once I have the networking side of things down this project can begin the beta phase. That's where the fun (for me) begins as the actual game play, graphics, audio and features start to get added. - Rich - Quote
Lone Outlaw Posted October 6, 2012 Report Posted October 6, 2012 (edited) Wicked, thanks for the break down. Is networking not your strong point? Because you have everything else in the 90 percentile, except Networking. Though i guess Networking would be last to be developed anyway? Your dedication to the project is admirable. Can't wait for the beta. =) Edited October 6, 2012 by Lone Outlaw Quote
Vidiot_X Posted October 7, 2012 Author Report Posted October 7, 2012 Hi, In researching this project it became clear that client side prediction (CSP) requires that both the server and the client use the very same physics, mapping and other frameworks. So, those had to be developed first. CSP works by letting the client continue on and not wait for the server to acknowledge movement and other actions. For this to work the physics frameworks for the client and server have to be 'exactly' the same. Adding networking last is the best approach to achieving CSP. - Rich - Quote
Vidiot_X Posted October 7, 2012 Author Report Posted October 7, 2012 Packaging up new client and uploading... Quote
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