Rotates.org

August 18, 2010 - Raise dead

Well well well, I guess I haven’t posted here in… ohhh, ages? I owe you all an apology to be perfectly honest, as I’ve neglected to work on Archaos (or indeed any personal projects) in the time since my last update.

Life has panned out for me – work became extremely busy in the last few months, and my ever expanding role has ever expanded – and indeed shifted towards a more theoretical and management-style thang. I’ve been working directly with clients and producing a lot of exciting stuff for a lot of exciting projects which, if I get off my lazy arse and update this blog more often, you will no doubt hear about!

Another significant development is that I’m no longer a lonely geek sat in his room listening to chip music and writing Javascript – I’m a very much not lonely geek sat in his room listening to chip music and writing Javascript. I have indeed found a (dare I say it) lady geek – though to her credit, not even close to the caliber of my pure unadulterated nerdiness – whom I spend as much time with as my work and her sanity allows. I won’t allow myself to become soppy and embarrass her (and myself) but… well, I absolutely love you, and you make me a very, very happy boy. Oh bugger, I don’t think I succeeded there. Never mind!

This has meant of course (yes, you all knew it!) that my personal projects have taken a back burner in all of this. Well, I say a back burner, but I actually mean ‘have been placed in tupperware tubs and frozen’. I must say now that my passion for Archaos in particular has not waned one bit – however after such a hiatus, I’d like to start a lot of it again rather than try and work my way back into the existing code base. A problem with learning as you create is that everything you did a month previous is a bit crap – so stuff I started last year is gonna be pretty goddamn terrible now.

I will return to Archaos. I absolutely promise I will, and I have been reading Gooey Blob and other Chaos related stuff. The end of the year always proves to be a better time to get on with personal projects, and I hope to have something playable in December.

To those of you who still read this, still follow me on my similarly neglected Twitter account, I salute you – and I’ll be around more often!

P.S. Check this out. WOW!

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/

August 14, 2009 - Wiki

Duncan Timiney has recently announced and released a new Chaos remake of his own, and in addition started a Chaos remakes wiki. I’ve updated the info on the old Chaos Enhanced build and I’ll definitely be helping maintain the overall wiki.

Not much new information yet on my new version in development, but what I can say is that the first release will definitely include online multiplayer ‘out of the box’. Exciting times!

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