Development Updates! Long Overdue!

What-Da-World!?

I have always said; “If I am not updating the web page(s) its because I’m actually doing stuff”.

Lots of stuff to report so I’ll just jump in.

Game Development

BoxRunner for Steam

As an exercise on how Steam works, BoxRunner version 1.4 for iOS was overhauled into version 1.5 for Steam. The entire engine was reviewed and optimized. The Steam interface was added and made available for purchase.

BoxRunner on Steam

I also added some frameworks for enabling VR but haven’t gone further than that – yet.

Network/Multiplayer API

The last eight months I have been developing my own Multiplayer Network API, (Application Programming Interface).

The Networking APIs that I was using have been abandoned and are no longer compatible with the current version of Unity. I have used at least three different Network APIs from different developers and they have all abandoned their work, or changed their pricing scale to make them undesirable.

This leaves my work to be obsolete and require a full rework. GameEngine versions 3, 4, and 5 all suffered this issue.

I was fed up with Unity changing their Network APIs or not releasing stable APIs for multiplayer. That in addition to their Network API would require that I use their back end, at a fee. I’d rather use the server of my choosing; as in my own or Amazon’s Servers. (For obvious reasons).

So after eight months I have a very good start on my own Network/Multiplayer suite. The current version does allow for a basic Multiplayer FPS game. There are areas that can be improved and areas that need fixing but at the end of the day it works, it is stable, and it is very expandable.

Built with Modularity in mind, additional systems can be added to the base Network Code using “Plugins”. While there are a few common Plugins such as; Game Chat, Player Login, and Message-of-the-Day, most Plugins will be specific to the Game itself. This modularity allows for the Network system to be tailored to the Game without huge rewrites of the API.

This leads me into my next topic.

Forgotten Kingdoms (MMORPG)

Forgotten Kingdoms is a massive project for one person. I don’t regret starting this project and I haven’t given up on it. What I have realized working on this over the last 5 to 6 years is this. I bit off more than I could chew. But I have slowly developed the tools I need for a project this size by making smaller games that provide the tools to be used on Forgotten Kingdoms. My new Network API is an example of that development process.

On the Forgotten Kingdoms page I will cover the systems I have working and what still remains to be developed.

http://www.forgotten-kingdoms.com

My current technologies don’t yet allow me to move Network Connections from one server to another just yet. I have an idea on how to do it but I am not ready to attempt an implementation. The Networking API at present only allows a single server/client relationship, however there are frameworks to expand that to a server/server/client relationship which would be needed to move players from one zone or instance to another. This implementation is needed for an open world game.

So to test the current Network API I am building a single server combat simulator to test my networking systems.

BattleRIGs the Battle Royal game I didn’t want to make. (Sorta)

BattleRIGs is a Battle Royal game that I am currently working on, (because everyone is working on a BR game right now).

You are a BattleRIG pilot out to dominate the battlefield. Leave none standing.

BattleRIGs is the test platform for my Networking API. This fast paced combat simulator gives me a way to test my custom networking code for stability, speed and reliability.

At present BattleRIGs is very Alpha. (As are most of my current projects). But there is basic combat and it works.

Players can login, enter the world and battle it out in there BattleRIGs. The BattleRIGs world is persistent on the Server. I would like to have player encampments that the ‘clan’ would have to maintain persistently. It is my assumption that this would require player engagement over time.

Social Stuff

I have started doing some Game Development live on Twitch but not too much. With my Network API being very confidential, (to dissuade game cheaters), I haven’t done much live coding. That said I have been on and its been productive and well received.

And I play games too, so there is that.

ChargedNeuron at Twitch.tv

I have been posting a bit of Alpha content on my Discord for the brave souls that dare test my code. Ill put the Beta stuff here as well as Discord.

Summary

Lots going on, lots keeping me busy right now. All of it good stuff that will pay off in the end. Stay Tuned and watch for updates!

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