4-Player Competitive Match – Closed Beta

Here’s one of the games that we played on 11/30. We mostly messed around, but we played one competitive match and decided to record it. Here’s how it went! Enjoy!

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Firmament Wars Closed Beta Night | Wednesday, 11/30 @ 8 p.m. EST

I will be holding my final planned closed beta night for Firmament Wars prior to its public release. Details shown below:

I’ve added a lot of great features over the last 6 weeks! Here’s the quick and dirty:

  • Responsive full-screen mode.
  • Realtime websockets communication via Ratchet/ZMQ for chat and game data.
  • Added a new Oil resource that limits the rate of movement across the map.
  • New game stats screen that shows the “scoreboard” for resources, units, weapons, and structures.
  • Chat emotes!
Firmament Wars Stats Screen

Firmament Wars Stats Screen

There’s only a handful of features left that I want to knock out for version 1.0:

  • Ranked mode
  • Team mode
  • Single-player mode
  • Achievements (military ribbons)
Firmament Wars 4-Player Game

Firmament Wars 4-Player Game

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Progress on the Firmament Wars Scoreboard

I’ve been busy working on the final scoreboard for Firmament Wars. I must say I am pretty happy with it so far. Especially considering that I have only worked on the view for one night. Right now the data from the server isn’t actually plugging into the view, but I do have the DOM structure all mocked up and ready to go. Now all I have to do is programmatically plug the actual values in! I mocked up the final scoreboard for an eight player game. I also plan to display each player’s government somewhere, game duration, and, of course, an OK button to leave the game. How’s it looking?

Firmament Wars Final Scoreboard

Firmament Wars Final Scoreboard

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In Development: Game Stats Scoreboard

I’m currently working on the game statistics scoreboard for Firmament Wars. I sat down and fleshed out my data model and figured out all of the fields and data types I’m going to need. I’m up to 15 columns so far! I think that should be enough. After you finish your game in Firmament Wars, I’d like to flash a victory screen similar to this one:

Original Starcraft Victory Screen

Original Starcraft Victory Screen

Once the game has ended, you’ll click OK to finish the game, and then you’ll be able to check out the game stats up to the point that you were eliminated from the game. It’ll basically do an AJAX call to pull down the data and then display it in a tabbed view. I suspect it’ll be very similar to Starcraft’s layout since the game are so similar. Here’s a look at my actual table:

Firmament Wars Stats Table

Firmament Wars Stats Table

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Firmament Wars now features private messaging and chat channels

I just finished up a new feature in Firmament Wars that players are sure to enjoy: private messaging! This will make it possible to message your friends anywhere on Broken.Net. If they’re in a lobby, in a chat channel, or in a game, they will be able to receive your messages. Here’s an example of what it looks like. It really hearkens back to messaging in popular games like World of Warcraft.

firmamentwarsprivatemessaging

In the picture above you can see two players exchanging messages both in a private channel and via private whispers. So I have basically implemented Google Hangouts, but way cooler because you can pick a neat flag to appear next to your name. Plus you can name the channel whatever you want, and I think that’s pretty cool, too. I have considered the possibility of adding the ability to ignore certain users, add friends lists, and who knows what else. Of course, I would also like to actually release this game one day, so we’ll see about all of that.

Next, I will be working on converting all of the lobby and game chat to work via socket connections as well. This will make the game more scalable and reduce the latency. I don’t know how many users my VPS can support, but I hope to find out one day!

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Firmament Wars New Feature Spotlight: Private Chat Channels

I have been spending a considerable amount of time adding proper websocket communication to Firmament Wars, including a special server push implementation that allows me to push game data updates in realtime from the server to the client. In addition, I used ZeroMQ to implement “PubSub” or, in other words, a way for a client to subscribe to specific communications they are interested in.

The most simple example of this is a way to change chat channels within a game. On the Firmament Wars title screen, you default to the Global chat channel, but if you type /channel cool_guys_only, you will be routed to the cool_guys_only channel, indeed. There you can discuss all of your top secret strategies without fear of compromising national security.

firmamentwarschatchannels

This is something that I always wanted to implement simply because it takes me back to the good old days of Starcraft and Diablo 2. I always liked how those games implemented their social environment and I always wanted to create something similar. I can say that I am very happy with how it’s working, though I am still relying on some long polling to assist with presence detection of the players. Server push is great for sending data to tons of people via channels, but I still couldn’t figure out a way to determine who was present within the channel. Server push is kind of like listening to a radio station. You have a ton of people listening to a single source of data. Thus, long polling is still used, though to a much lesser extent. This should reduce database strain significantly—so it’s a victory for sure!

Next, I will be working on implementing server push in the lobby and within the game itself. Websockets and server push will help the game not only scale much better, but it will also make the updates much faster since there is no laggy interval between each poll.

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New Feature: Title Screen Chat Lobby Features Player Presence

I just completely redesigned the title screen. Now you can see who is hanging out in the global chat lobby. At this point it should be pretty easy to allow players to change to a different channel, too. So if you want to join the dudes you could just type /channel awesome_dudes and then you could hang out with your buds in your own channel. This helps players meet up and discuss global domination without the excessive noise found in a global chat lobby.

I also gave the player’s nation details greater visibility by adding it to the title screen. I felt that this was something that should be more prominent, so there it is!

So check out the new design? What do you think?

firmamentwarstitle8players

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How About an Options Modal With Sound Controls?

I am adding a very popular feature: the ability to control the sound and music! I am adding an options modal that you can access from either the title screen or even during a game. It will look something like this. In the future I will probably add a bunch of other goodies like the ability to control your display dimensions.

firmamentwarsoptionsmodal

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Firmament Wars Now Full Screen Enabled

Responsive design isn’t easy. Going with a fixed layout like 1024×768 is a much easier option. Making any application look good at any screen size is a challenging task, but it’s definitely worth it if you have the time and expertise to implement it. So I spent some time on it after a friend suggested it. I don’t know why I didn’t think of it sooner. I guess I have been so conjoined to the concept of using a fixed layout for so long that I didn’t attempt it. But now you can enjoy Firmament Wars at 1920 x 1000 and I love the results. You can see almost the entire world map without scrolling at all. Makes it much easier to see what’s going on and you don’t have to drag the map around as much. Overall, this is a big usability and appearance upgrade to the game. What do you think? Check it out!

Firmament Wars - Full Screen Mode

Firmament Wars – Full Screen Mode

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Remastered Flat Earth at Night World Map

I got a nice variation of the original flat earth map that is displayed in the background of the lobby. I decided to use this version instead since I think it looks a little better. Thanks again to John Bjerk for creating this.

Flat Earth at Night World Map

Flat Earth at Night World Map

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