Rotates.org

January 16, 2010 - Full cycle

The Archaos server now validates, processes and outputs a full turn of human interactions. This is a pretty major milestone in the development process, and I’m very happy with the results so far:

{
  "turn" : 1,
  "phase" : "move",
  "interaction" : "sequence",
  "finished" : true,
  "actions" : [
    {
      "type" : "move",
      "player" : "lewster32",
      "time" : 1263682234,
      "data" : {
        "piece" : "p0",
        "path" : [
          {
            "x" : 1,
            "y" : 7
          }
        ]
      }
    },
    {
      "type" : "end_turn",
      "player" : "lewster32",
      "time" : 1263682234
    },
    {
      "type" : "move",
      "player" : "bobster16",
      "time" : 1263682234,
      "data" : {
        "piece" : "p1",
        "path" : [
          {
            "x" : 13,
            "y" : 5
          }
        ]
      }
    },
    {
      "type" : "move",
      "player" : "bobster16",
      "time" : 1263682234,
      "data" : {
        "piece" : "p3",
        "path" : {
          "x" : 11,
          "y" : 4
        },
        "flying" : true
      }
    },
    {
      "type" : "end_turn",
      "player" : "bobster16",
      "time" : 1263682234
    }
  ]
}

I’d like to mention the huge amount of support, encouragement and fantastic resources provided by certain people of late. @andy_herbert has been a fantastic vocal advocate and provider of much inspiration and technical knowhow (he’s an utterly brilliant multi-talented programmer in his own right) and I owe an awful lot to his ‘cheery’ tone on Twitter! 😉

Secondly, I’d like to shout out a big hello to the Slashdot horde, who accosted the site a few days back. I got a hell of a lot of visits from these guys and I’m sure it’s helped spread the word about Archaos (even if that wasn’t actually my intention) and more importantly the Chaos scene in general!

Finally, a big thanks to @Zolyx for mentioning the project on his blog along with the other fantastic Chaos projects out there – muchos appreciated!

December 23, 2009 - Belated excuses

It’s been a very busy year for me, mainly due to my commitments at work (let me assure you this won’t be a long winded entry which eventually leads to ‘so thanks for your support but I quit’!) and as such the big project that I’m sure 99% of visitors to this site are waiting for is still under slow methodical planning and development.

It’s dawned on me that I’ve been very secretive even about the name of the project, so I think at the very least I owe you guys that – so here it is!

Archaos

I think this is slightly more pleasing than ‘Chaos Enhanced Enhanced’!

I’d also like to talk about the plans regarding its launch and features, because I’m taking quite a different approach to the norm. Early on in the planning I wanted to make sure Archaos could be playable by as many people on as many different formats as possible. The general idea I had was that I’d write the game in haXe and then generate the various sets of code for servers and clients from that one source, and ‘et voila’ I’d have a cross-platform game. Since then, I’ve spent a lot of time at work playing with various web-based JSON APIs, and I’ve watched some fantastic projects appear (such as node.js, Persevere and CouchDB) and realised that, in fact, Archaos’s core could live on the web as a data-based API.

It makes a lot of sense when you think about it – you have a scalable server with a scalable database, written in Javascript (a language which I simply adore), using JSON as its end-to-end data format, accessible by anything with a web connection. Being turn-based, it doesn’t need to rely on any complicated comet solutions, and (and here’s the really exciting part) you can make your own client in whatever language, format or platform you like!

I’m really big on open source and open web, and so it’s really exciting for me to think that, although I will still be creating clients in Flash and (with Flash CS4’s leave) for iPhone, there’ll also be a well documented API out there that can be used by anyone. You can easily have pure HTML/Javascript clients, text-based clients to run in terminal windows and so on – and no matter which client you use, you’ll be able to play Archaos with anyone else.

As I said before, I’ll also be making the server and client source available (though the server source will likely need a closed development phase after launch so I can work out bugs, security issues and exploits before I make it available to all) so anyone with a Linux box can host their own server – though I’m not quite sure why anyone would want to do this at the moment, as a server will handle many hundreds, or possibly thousands of concurrent games with ease, and take care of matchmaking, login and so on. In fact this area of development will probably result in the separation of the login/matchmaking master server from the core gameplay servers.

So, to summarise:

  • My current work focus has shifted away from a unified client/server architecture, and my time is now being devoted to creating a robust HTTP-based server for Archaos.
  • In tandem to the server work I’ll have to develop a client for testing purposes, and so the first client may be a simple HTML/JS or Flash visual interface.
  • Once these are at a satisfactory level, I will announce a beta period to work out bugs, and then shortly after that I will release full API documentation for the Archaos server (which will have its own snappy name, already got a few ideas) and allow interested parties to get the ball rolling on their own clients.
  • Finally, I’ll finish and release my own client for Flash, and hopefully soon after for iPhone.

As you can probably tell, I’m fantastically excited by this whole project; indeed I can’t see why this hasn’t been done before – though no doubt it has, and I’ve just not looked hard enough… I’d love to hear your opinions on all of this – and I’d also love to find out if other people have attempted something similar!

Edit: Looks like someone has thought of this – in fact pretty much verbatim! http://web.archive.org/web/20031129175919/http://www.openchaos.org/

November 3, 2009 - Leaky pipes

Well, a tumultuous relationship with Yahoo Pipes has ended after a long struggle with various bugs, inefficiencies, annoyances and finally service refusal. There’s no doubt Pipes is a very useful and clever system, but it has some very serious downsides:

  • Caching – every pipe is rigorously cached, and updates are so infrequent as to allow bugs to go unspotted during testing, and suddenly rise after the fact.
  • Crap editor – I know YQL allows you to actually type out your stuff, but Pipes forces you to use its extremely buggy visual editor, which (among other things) fails to resize properly, does not allow copy and paste, frequently puts operators inside the wrong loop (and thus overwrites a painstakingly written item creator or whatever), seems to suddenly stop working at random – especially if one of your feeds is broken or returning malformed data, which results in ALL of your pipe, even unconnected nodes, breaking ingloriously.
  • Usage limits – despite the fierce caching, they still apply a fairly unsatisfactory usage limit, and without warning will shut down your pipes if they go over the limit.
  • Inefficient operators – sometimes you really have to go several times around the block to do very simple things, and you’ll quickly run into these issues.

All in all, I know Pipes is free and efficient, but upon my pipes being blocked because of a bug at my end which made too many requests, I had to quickly write my own PHP version to do the same job – and I found I had more control, it was on the whole an easier experience, and I have control over my own caching and debugging.

The people who use pipes are invariably developers – so as a word of warning: if you can do it yourself, take the time to do so, don’t rely wholely on third party services.

October 15, 2009 - The Darlington Experiment 2.0

Visit the Darlington Experiment 2.0!I know I’m not technically a ‘Darlingtonian’ but I do know the place well, and I’m really looking forward to getting involved with some movie making for this (it’s about time I cracked out the 5D mkII, especially now it has a proper manual mode for the video!) so expect something soon (people still waiting for the Chaos stuff can collectively groan at this point – sorry!)

Oh and you may have noticed I’ve started twittering on a bit more. I’ve grown quite fond of Twitter now – so basically, follow me if you want to keep more up-to-date with stuff I’m doing.