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Messages - rolz

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91
Projects / Site Launch.
« on: December 15, 2005, 12:39:27 pm »
Good news for Technopolies.
- We have moved to a new site
- The team has grown to 3 members who will be responsible for the web site and game server.

The dev journal is currently migrating from JPCT forum

Currently, you can check game's Dev Journal, Screenshots and Vote on game improvements.
We plan to add more new content, arrange proper download section and in time add own discussion board (until then Forum section links to JPCT site).

Welcome to *Removed*, and wish us good luck !

Technopolies dev team.

P.S. Helge, many thanks for your support, i appreciate it and will soon put proper credits on the game's site.

92
Projects / Technopolies
« on: December 08, 2005, 05:07:39 pm »
I don't have opportunity to work on game every day because of the day job. I mostly work from home, at night, and all through weekends (if not doing something for my day job already) - so it should be ~about 10-15 hours every week, i think.

The bad thing is i dont have good connection at home, so when it comes to upload updates/screens - i must bring files to work and do it from there ;(

P.S. The project has been in the works since August,2005. Actually, it started in Sept, 2004 but later I had to scrap everything and start from a scratch (reached point-of-no-return with of my old game architecture).  To make a game like techno you need: JPCT and 10-15 hours a week for about 5 months. I'd say it is worth trying. ;)

93
Projects / Technopolies
« on: December 07, 2005, 08:42:22 pm »
fuff... finally got some spare time from my day work.

- player can now open / close doors
- added "key-locked" doors, which  can be opened/locked with proper key
- added plastic keycards
- added NPC which gives you plastic key on Coalition Base location


94
Projects / Technopolies
« on: December 07, 2005, 08:35:47 pm »
Yes, a sort of. Still, it's not professional hosting, it's a spare box one of my friends "donated" to the cause of Technopolies ;) The server is in Moscow, but it's far more responsive than the previous one.

95
Projects / Technopolies
« on: December 06, 2005, 06:11:23 pm »
- added reception desks
- added doorways
- added guards to Coalition Bunker location. Makes it look more similar to military base now


96
Projects / Imperio - Galaxy-wide strategy
« on: December 06, 2005, 06:09:23 pm »
Raft, What i NICE IDEA !!!!!!!!!!!!!!!!

97
Projects / Technopolies
« on: December 06, 2005, 12:32:08 am »
Quote from: "Anonymous"
looks good i have a few questions:

are you just hosting this off a spare comp u have right now.. like bandwidth wise how many people do you think it can host?


Yes, it's spare box on 64/64kbit channel. Should be enough to serve 15-20 players providing the average bandwidth is ~100-300b/s. The next build will be hosted on a more responsive host with 256kb channel.
Mock tests show that server handles 1000 clients pretty well without going beyound 10%cpu but i did not had the opportunity to test against real world coditions so far.
 
Quote

and another thing is did u just lay down a base texture in areas and put stuff like a rock or dirt texture over top, or did u just replace the polygon already there with the new texture of a rock or dirt.

Textures are pre-generated and assigned per polygon. There should be more detailы on this here in this forum, a couple of months ago.

Quote

and last question.. how many polygons do u have on each character like without the armor and stuff.. and do u directly replace the entire upper body with an armored upper body when he puts it on, or does it just get pilled on top of the naked part.


some ~100-120. Some items just replace textures of body parts (t-shirts, pants), other are "bound" to body parts (helmets, heavy armor).

98
Projects / Technopolies
« on: December 05, 2005, 02:32:50 pm »
-added doors. You have to click on door to go to another location


Level editing in Visio:


This is how it looks in 3D

99
Feedback / AN ask for Egon
« on: December 03, 2005, 01:20:12 pm »
Melssj5,

Can I have a look too ? ;)

100
Projects / Technopolies
« on: December 03, 2005, 01:19:24 pm »
-relief and texture maps has been redesigned to be stored on server and transfered to client when player enters new location (~3kb per location). This will give ability to add new levels to server "on the fly" without storing anything on client.



a couple of teasers: ;)

outside bunker: (outdoor)


inside bunker: (indoor)

101
Projects / Technopolies
« on: December 02, 2005, 11:47:51 am »
Whoa ;) Helge, thanks for such thorough personal analysis of the game, i really appreciate you spending so much time to evaluate it  


Quote from: "EgonOlsen"

- It's quite laggy from time to time. You click to move or attack and the command is executed up to one second later. That's quite annoying but i assume that it's due to my bad pings to the server (ranging from 90 to 700ms). It plays ok when pings are around 100ms, but 200 and above is noticable laggy.


Yes, the game server is on 128k line, i plan to move it to another location for the next build.

Quote

- I got stuck two times. The game was still running, but i couldn't move. One time, it seemed to be related to collision detection. I tried to walk through two tents in the Muton area above the starting point. I failed to pass them but i couldn't go back either. The other time, i somehow screwed up the inventory.  The upper left box was always highlighted when entering the menu and i was able to highlight all others too by clicking into them. But i wasn't able to use the inventory itself and i couldn't move anymore after leaving it.


Yes, i get this sometimes too, have to review collision detection for the next build.

Quote

- Sometimes, my character ran right into a Muton when i was actually trying to attack him...:?


Umm. not sure. Gonna check this out. There is a hotkey 'A' assigned to 'Attack nearest enemy' - it should be most handy for situattions when it might be too difficult to click on certain enemy to attack. I also plan to add a "AI control panel" from which player could define "autopilot" behaviour such as auto atacking enemies or auto flee, party settings etc. This is a low priority task for now.

Quote

- I think that you should change the background color from black to the same light brown that the fog has.

Agreed. Done. looks much better now;)

Quote

- You can talk to NPCs and buy things as soon as they come into view. That should be limited to a smaller area around them IMHO.

Agreed. Should be corrected in the next build.

Quote

- At times where the pings were better, i enjoyed playing it. You should make it possible to store the character on the server when leaving and let the NPCs only train you when you've enough experience points. That way, it's possible to concentrate on character development as a starting point to extend the gameplay and explore the world.

Agreed. I plan to elaborate experience / skill points/levels for the next build and make the gameplay closer to desired state. I also plan to make players persistent on server in the next build (actually it was always there, but it was easier to debug/develop without persistence)

Quote

- I'm loving the forests. I'm always looking for trees in the sectors and run right to them when i found some. I usually skip sectors without any trees... :wink:
Edit: Maybe changing the sort offset on the shadows of the decorations helps to avoid the flickering between them and the plants. Something like Object3D.setSortOffset(100)...i'm not sure if it's really a good idea but it's worth a try.


Yes, game content and appearance are top priority for the next build. I plan to add several buildings, more new areas, more in-game items and new creature - to fill gaps in gameplay. I also plan to add indoor locations (military base) and make indoor locations accessible from outdoors (player comes to the bunker's door and enters bunker location).
Additionally, i plan to add quests into game and and assign one more guy to writing some quests, and probable a a tutorial that should help newbies to get accustomed with the game.

So far, the list of priorities for the next build

- add buildings
- add walls
- add interior elements
- add new tiles for indoor locations
- add some furniture
- add indoor locations
- add teleports from outdoor to indoor locations
- work some time on indoor locations - put trees / objects to make them more unique
- add quests
- add persistence for players
- .. more todos, low priority

102
Projects / Technopolies
« on: November 30, 2005, 12:49:21 pm »
- added new building (bunker), added "labels" on building walls
- added concrete walls
- fixed hickups ~every 2 sec., thanks to Helge for pointing out the problem
- applied JPCT patch (thanks 2 Helge) - fixed near clipping/culling problem


103
Projects / new version
« on: November 28, 2005, 11:58:21 am »
Available at
http://javagamesfactory.org/jnlp/Technopolies/alpha.jnlp

-added startup screen at which you can set video/detalization options and player name.


104
News / New logo!
« on: November 23, 2005, 02:49:58 pm »
It's GIF already, shouldn't it be enough ? ;)

I wouldn't refuse to have vector copy to be able to print it on a t-shirt ;)

btw, i've already included JPCT logo in "powered by" section of the startup screen for technopolies

105
Projects / Technopolies
« on: November 23, 2005, 09:40:01 am »
Strange. Where did it stuck, again ? was it JWS loader ?

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