Wednesday, September 25, 2013

Weekly Update 09/25/2013

Blah blah blah, new development hardware, blah blah, way to much time spent re-installing. :)

Or in other words, both myself and Kawe are updating development hardware and software for most of the last week. Painful, but it should pay off in the long run. It also means I have more systems to test M.I.N.T against, and just maybe a triple boot system that just might have Linux in there somewhere..

M.I.N.T (Mecha, Infantry, and Tactics):
I've been working on tackling one of the biggest challenges that needs cleared from the board to allow steady progress. Data Formats..

Specifically how unit data is being defined along with things like equipment slots. Which also means how equipment is defined, and how bits like fire arcs for weapons are likewise defined.

Its unfortunately tricky work, since they need to be both flexible, and easily expanded given design will continue to both change and expand as development rolls on.

Wednesday, September 18, 2013

Weekly Update 09/18/2013

M.I.N.T (Mecha, Infantry, and Tactics):
Combat is the name of the next milestone to shatter. Unfortunately to do it correctly means a whole lot of support and design work needs to be done first.

Most of this week has been spent hashing out design questions. Like how line of sight will be handled, how weapon fire arcs work, and stuff like just how does equipment and weapons work with units? Or in other words how the unit customization system is likely to work.

Those we're some big issues for me, since one of the technical bits that needs to happen is to have data formats to store all of this information somehow.

So while we have some fancy driving to do, and some mean unknowns to face, we're on our way to COMBAT!

Wednesday, September 11, 2013

Weekly Update 09/11/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Networked based movement support is now complete. This marks a big step forward for the project, as it really comprises of a fully working network layer and server side simulation.

Here you can see a quick video recording of the networked movement in play, as Kawe and myself take turns moving around, despite the 3000 mile difference in location :)

The next step is to get basic interfaces implemented, along with initial support for action points, and start in on actual combat. 

Wednesday, September 4, 2013

Weekly Update 09/04/2013

The ship has sailed! Go check it out now at Kongregate or Newgrounds

M.I.N.T (Mecha, Infantry, and Tactics):
Development work has resumed on this now that Gravitum is wrapped up, and I've completed switching the client to use a command style architecture. This was mostly to allow easy synchronization of network logic and client animation.

Imagine you request to move your mech to some new area. Simple request in theory, but under the scenes this really sends a move request to the server or listen server in the case of single player. The server than validates if the move is legit (No easy cheating like in some MP strategy games that have authoritative clients.), then runs the simulation on the server.

Which in this case starts out as three steps to the northwest. Each step is taken, and on the second step an enemy unit is spotted, and a reaction fire happens, resulting in a critical strike to your mech and your mech exploding.

The server now needs to inform the client of this. So we end up creating a new command queue packet, and place in it a move NW command, another move NW command, an Add Unit X at Y command, a Unit X does attack Y to your unit, along with a damage amount, and finally a remove unit command, telling you to remove your mech as its been destroyed.

The client receives this, and knows based on the command queue packet that there is a total of 5 actions/commands attached to this, and so it waits for all of those to arrive if they haven't. Then it can just play out each command in order and get perfect synchronization.