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. 🙂
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.
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 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. 🙂