Gauntlets of Recursion (+3)

Times, trials, and turbulence.

Master Server ready to roll.

Frequency of Updates

It’s been pretty quiet around here for the last few weeks, but I’m still hoping to increase the frequency of my updates as of now. I’m becoming more or less adjusted to being back in classes, and have my weekly course-load pretty comfortably gauged. ๐Ÿ™‚

Master Server

It brings me plenty of pleasure to say that the initial version of the Master Server is ready to roll. Finally both the Master Server app itself and the game client’s interface to the MS is in good enough shape to be warranted as “done” for the time being. There are still more features and additions (on a more minor scale) to come in the future, but all of the core functionality is solidly implemented. Account creation, logging-in, character management, game hosting, receiving game listings, and user configurations are all in working order.

lobby_keys.png

The Next Step Toward Being “Playable”

The only real obstacle left is getting the Master Server up and running 24/7 on my in-house server. Since we’re using a pretty standard residential ISP, the option of a static IP isn’t feasible. What this means is that the IP address of the machine will change every so often (although it hasn’t in over 2 weeks so far), which would render any hard-coded IP in the client worthless. I’ll be putting it up anyways soon for the sake of having it up, though.

Once the Master Server is up, I’ll release the latest version of the client (the completed Milestone 4) and put up a Webstart link. Technically, users will only be able to create accounts, log-in, and perform character/settings management, but it certainly will be something tangible.

Milestone 5

Milestone 4 encompassed the development of the first version of the Master Server, and the first iteration of the game client’s interface to the Master Server. Now that I’m comfortable with where it stands, Milestone 5 can begin. It will focus on arguably the most crucial component of all in Project Skirmish: the game networking. Development will focus on writing the server and client for the hosted games themselves, and more actual game logic to support real games.

This entrenches upon areas like movement prediction for players, managing concurrent physics-simulated Props in the game world, player health and deaths, adding more weapons/items/content, and finally: Alpha testing. I’ll be posting around some websites asking for some testers, if enough of the local folks I already know here aren’t interested.

I’m planning on talking a bit about the networking model I’ll be using for Skirmish, which is largely inspired by the Quake 3 networking model. Until next time. ๐Ÿ™‚

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8 responses to “Master Server ready to roll.

  1. brian (rip off) May 14, 2008 at 8:16 am

    Sounds great. Why not use a dynamic hostname (such as provided free of charge from somewhere like dyndns.com). Along with some kind of update script, its almost like a static IP ๐Ÿ™‚

  2. Zyklon May 14, 2008 at 1:48 pm

    my server is still open for use… i think my ip is fairly static, and my internet is 5mbps down 2mbps up… or sumthing like that. I also keep it up all the time

  3. Stephen May 15, 2008 at 8:22 am

    @brian: Thanks for the link — I wasn’t even aware of dyndns offered such services. This should be perfect. (And I also just realized that I hadn’t added your dev-log to my developer list sidebar apparatus. I’d like to request an update on your end, too. ;))

    @Zyklon: Thanks again for the offer. I’ll keep it in mind in case anything happens to this one, if we need a second Master Server some day in the future. ๐Ÿ™‚

  4. Zyklon May 15, 2008 at 7:15 pm

    actually an idea could be the 2 talk, so that they can change each other, relative, and all the comps will check one for an update on the other…

  5. Stephen May 15, 2008 at 8:54 pm

    @Zyklon: That would be a pretty large extension to the current infrastructure (which in no way supports such a thing). I was thinking more along the lines of having a Master Server for different world regions (eg. Canada, Europe, US, etc) if the game ever got popular enough that the load on a single Master Server became too great.

  6. Zyklon May 15, 2008 at 9:17 pm

    well, ok. I was thinking that idea, because it would cause no downtime… tho, i also realized u probably didnt want to code it.

  7. Vixen May 17, 2008 at 4:21 am

    “The only real obstacle left is getting the Master Server up and running 24/7 on my in-house server. Since weโ€™re using a pretty standard residential ISP, the option of a static IP isnโ€™t feasible. What this means is that the IP address of the machine will change every so often (although it hasnโ€™t in over 2 weeks so far), which would render any hard-coded IP in the client worthless. Iโ€™ll be putting it up anyways soon for the sake of having it up, though.”
    No static IP? Seriously? Were I live, every ADSL user has the same IP, always.

  8. Stephen May 17, 2008 at 8:23 am

    @Vixen: Whereabouts are you located? Are you positive it’s a static IP, or just that it hasn’t changed for a long time? Dynamic IPs don’t usually change too often, but in the case of something like a router reset or the like, it’s quite likely an external and internal IP change should occur. I’m only sceptical because I really have never heard of residential ISPs offering static IPs. ๐Ÿ™‚

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