Author Topic: Return and Future Direction  (Read 264 times)

OrbitGuy

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Return and Future Direction
« on: November 30, 2013, 10:03:52 pm »
Hey all, there are a lot of distractions in college and I had some unexpected ones this fall.  I have returned however, and the primary objective with version 1.5 is reducing the lag to the point where the game is extremely smooth to play.  In addition we have some special features and content that are in the works, we should have some posts about them shortly once the team has finalized the concepts. 

Once 1.5 is complete we will find a community member who is willing to host the game.  (Unfortunately, I had the idea of building my own server, but my dorm internet won't allow servers to be run over the connection because they consume too much bandwidth.  They also have issues with you opening up ports for other people to connect through.)

That is the basic plan, there is no timetable for this to be finished, but you could see it within a month.  If we are actually going to start this back up, there are a lot of moving parts involved and it takes some time for us to start those back up.  (It's down to just me and Neno working on the game basically although Moonz is around and I think we just got a new teammate, but we have to all get on the same page here.)

The reason the game won't be hosted "as is", is because too many issues were slowing gameplay down or disconnecting players previously.  If I had been hosting previously I would reload the account files, but because we have gone through several different hosters it will be very difficult to recover these.
« Last Edit: March 10, 2015, 11:02:35 am by Neno »

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Neno

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Re: Return and Future Direction
« Reply #1 on: December 03, 2013, 05:33:35 am »
we have also set up a schedule in order to maximize our performance as a group. in order to work as efficiently as possible. thanks for all your support.

OrbitGuy

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Re: Return and Future Direction
« Reply #2 on: December 03, 2013, 10:20:42 pm »
Yup, we had a meeting tonight and got 3 people on! Wooh! 

I was doing some work on the HUD, because I didn't really finish it before.  I would show a screenshot, but it's not very exciting so far because it's basically redoing the part I did before because I was "faking" the buttons in the bottom right.  This time I'm actually hardcoding them in and it's a real pain to find the view offset positions for each one so that they line up like one sprite.  I know there's a better way to do this probably but that was the first idea that came to my head.

Anyways the lag may be cleaned up with a C++ server, that part I will deal with over my Christmas break in a week or so, until then I was polishing up the GUI and making sure all of the features that we had originally planed are implemented for the new release.