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High Speed Gaming Network

For various reasons (mostly relating to being unhappy with the main UI -- the basic feel of piloting starships and firing weapons was not satisfying) I stopped working on Starbase Citadel months ago, the project is on-hold.

The last few months, I've been working on a new project which is to create a High Speed Gaming Network, fueled by personally facing severe lag when playing League of Legends.

The goal is to create a commercial service that will substantially reduce lag and disconnects for League of Legends players, and ultimately other games and possibly apply to general internet usage as well.

The application is only for Windows Desktop. It reduces packet loss by sending redundant UDP packets-- very similar to how Halo sends 2 redundant packets for each "real" data packet. In addition, just by placing the proxy/tunnel servers on high quality hosts, it allows the user to upgrade the routes to more premium providers. Further route optimization techniques are planned in Phase 2.

At this point I believe I have the UDP side working, at least it passes my internal tests. However, League of Legends requires the TCP IP Address to be the same as the one UDP traffic uses, so I need to tunnel TCP as well. I'm making steady progress on the TCP aspect, but it is more complex than the UDP tunnel as it requires low level packet injection that simulates TCP handshaking.




New website, Halfway through Alpha I

I continue to plan to occasionally post in Game Design, as the feedback I've gotten has been fantastic!

However, as this post is more of a status update than any particular question, I've created a journal. Picking up from this task list, https://www.gamedev.net/topic/637588-starbase-citadel-minimum-viable-product/, I made some progress the last few months.

[color=rgb(40,40,40)][font=helvetica] [background=rgb(250,251,252)]
Alpha I Version[/background] [/font][/color]
Human Frigate[/background] [/font][/color]
[s][color=#008000] Torpedoes: collision detection / damage [complete][/color][/s]
Ability: Shield Flare [complete]

Regelos Destroyer[/background] [/font][/color]
[s][color=#008000]Ability: Repeat Laser Blast [complete][/color][/s]

Bases: Art + AI for each of the following [/background] [/font][/color]
Human Starbase
Regelos Starbase
Human Citadel
Regelos Citadel

Energy[/background] [/font][/color]
[s][color=#008000] Add energy indicator to main screen [complete][/color][/s]
[s][color=#008000] Subtract more energy for faster movement as well as laser use [complete][/color][/s]
[s][color=#008000] Disallow lasers or fast movement when out of energy, shields max at half [complete][/color][/s]

General Gameplay[/background] [/font][/color]
Friendly versus Enemy (no friendly fire), display team color
Stats: Display these small icons around each ship on tactical map: Hull, Shield, Energy
Display remaining game objects on strategic window
Add borders to game world / fix size

Planets[/background] [/font][/color]
capturing enemy planets mechanism
[s][color=#008000]seeding planets: assign ownership of planets at game start [complete][/color][/s]
[s][color=#008000]display team ownership of each planet on tactical and strategy map [complete][/color][/s]
defense grid
repair/fuel stations

Player Slot Management[/background] [/font][/color]
[s][color=#008000]20 players per team [complete][/color][/s]
victory conditions (server reset)
[s][color=#008000]players entering / leaving game conversions with AI [complete][/color][/s]
[s][color=#008000]quit button [added disconnect/menu instead][/color][/s]

The goal for the Alpha I version is a minimal, but fully playable game suitable for a small group of early testers.



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