Arduino as T3D Dedicated Server, Sql Server, Master Server
While working on my latest multiplayer game, I started thinking about dedicated server options. Up to now, I have set up dedicated server in windows using small form factor computers. This has worked fine, however, I have been considering ways to improve the efficiency of this setup. Even a small form factor PC that is […]
Project 137: Star Commander: Debugging, Victory/Defeat Conditions, Control Points,Gui’s, Weapon Damage Rules,
I have now implemented almost all of the basic gameplay features of Star Commander, and the game is more or less completely playable. There is still a lot of work to do, but this is huge progress, especially given the fact that I have only been working on this for a matter of weeks. This […]
Project 137: Star Commander: Colour-Coded Player Tags, Line-Of-Sight Calculations, Level Design, More Game Rules, Bug Fixes
Most of my time this week was spent modifying the guishapenamehud in T3D. I was trying to make a client-specific colour coding system where the name tags above the heads of aiplayers change colour based on the team the player is on, or whether or not they are the players own units. This took a […]
Project 137: Star Commander: Context Sensitive Selection, Game Rules, Cover System, Gui’s
This week, most of my time was again spent on this project. I concentrated mostly on the game rules, with some time also spend on some important graphical and GUI features. I implemented a context-sensitive cursor which will display the chances of hitting whatever target is currently underneath the mouse. This gui is affected by […]
Weekly Update: 19/1/2014: Star Commander, Icarus 2
I spent most of this week working on Star Commander, as I posted previously. I completed a great deal of work on client-specific rendering, and on the game rules. I did some work on gui’s, creating a lobby gui, and doing more work on the main game menu. I also did some animating of the […]
P-108 Icarus: Phase 2: Part 1
I have had some further ideas regarding this project. Icarus turned out to be a very large rocket, much larger than I anticipated. It is also very complex, due to the fact that is uses liquid-fueled motors with cryogenic (LOX and LH2) propellant. I want to know how small, and how simple, a rocket could […]
Project 137: Star Commander: Point and Click Interface, Unit Selection, Frag Grenades, Game Lobby, Client-Specific Rendering, Game Rules.
I have made huge progress in Star Commander over the past week. In addition to creating animations for grenade throwing (which still need some work!), I added code to allow for “Client-Specific Rendering”. This is basically where an object shows up on one client, but not on another. Since Star Commander is a tactical wargame, […]
Project 137: Star Commander: Grenades
I have managed to get the trajectory for my smoke grenades working, thanks t o some help from the Garage Games forums. I now just need to add the animations for the grenade throwing, and I am basically done. Adding animation support may be quite tricky, since I have to move the player from a […]
