Had a great day today, cleaned up the garage and got to go on a beautiful hike with my daughter. It is autumn here in Wisconsin and all the leaves have turned and are falling. I hope to have a coding update tomorrow.
I think the single toughest thing about getting Space Frigates up and going is finding the time to work on it. Between working full time, spending time with the family, working out and all the chores that come with maintaining a home there just doesn't seem to be a lot of time left over. But … Continue reading Finding Time
After blogging for one week it is apparent that building a community around Space Frigates is not going to be easy. But that is okay, I didn't expect that it would be. For me, creating Space Frigates is not really about building a game. It is more about building a community around the game. Folks … Continue reading 999 Subscriptions to go!
My immediate work for the next several weeks is going to be focused on improving the networking code. Nothing else I do will really matter much if the game experience is awful. There are three things I know I need to do for this: Implement server reconciliation Implement interpolation Reduce the size of the message … Continue reading Features on the Short List
Pretty early on I realized that Space Frigates was pretty boring and hard to test with only one ship flying around. So I decided to create ships that were controlled by the computer. I didn't really have any idea how to do that but I was able to achieve the current results which I think … Continue reading AI Controlled Ships
One of the most critical aspects of a good arcade game, or any action oriented game, is the input controls. If the controls are not great it is much harder to enjoy the game. But what is great? Probably whatever is the most fun. But what is the most fun? Probably depends on who you … Continue reading Flight Controls
Yesterday I blogged about some great multiplayer programming resources that I had found and indicated that I knew my next step was to implement a technique called server reconciliation. I did some reading last night and think I get it. But first I should talk a little bit about another technique called client prediction. Client Prediction … Continue reading Server Reconciliation
When I started this project, I really did not realize how complex the multiplayer coding would be. But it is very interesting and I really wanted to create something I could play online with my friends. At the time of this blog post, Space Frigates is able to be played multiplayer but the performance is … Continue reading Multiplayer Development Resources
Overview The primary purpose of this release is to take advantage of a feature that my host, MDG's Galaxy platform provides. For an extra charge, you can update your service to professional which allows you to make use of their APM service. I don't even know how to use this yet but wanted to try it. … Continue reading Release 1.0.1
Release notes for 1.0.0