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T2M
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SV6: Game- and server-engine > Optimization of Customizing


For the later run of a local website with a local game server it might be mandatory that all links from the game to other pages, registration of users, finished games and maybe settings for icons might be customizeable.

If only one single player from somewhere in the world has finished a game and has used a nazi symbol as his personal glyph the game may not be played in some countries because his glyph will be shown in the main list.

Additional to that it would be good that each used glyph must get an "okay" by the server admin before it would be shown (or atleast the admin would have the option to be asked to "ok" that glyph).

Converning the promotion of SV6 it is important that each gamer group/clan might be able to control links and promotion.

As in other games it might be a good idea that a server admin of a local SV6 server would have the option to registrate his server at a main server/website. This way a ne game feature could show all running servers in the world with PING, number of players in lobby and in a game.


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T2M | SolarVengeance Org | Timezone UTC+2 Central Europe
9/13/2009, 7:04 am Send Email to T2M   Send PM to T2M
 
GlitchSCG
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Re: SV6: Game- and server-engine > Optimization of Customizing


These are great points, assuming there's a demand for others who want to run their own servers. In the past I put quite a bit of work into this line with little in the way of takers. For now I want to focus on promoting the game on my server and see if we can build up a base of players.
9/14/2009, 5:39 am Send Email to GlitchSCG   Send PM to GlitchSCG
 
T2M
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Re: SV6: Game- and server-engine > Optimization of Customizing


I ran a server in the past. And yes, I had players on the server, however many players who downloaded the game never played it online. Many tried to find players online, logged into the empty server, and quit. After the fifth trial to find players on an empty server they never came back. Some test matches where played, however most of them just tried 1 to 5 games and never came back.

The guys stopped playing

- because of low performance of the graphics engine. Larger scenarios were nearly unplayable. This might be solved with SV6. SV4 had a much higher performance.

- because of rules that are very different from other games and thus complex to new players. This is a benefit of the game. But: People won't like to read rules; they would like to play and to understand the game by playing. So the best way to communicate the rules is too generate real fans of the game that will communicate the rules and their details in and after matches. As meanwhile mentioned: Teamspeak as voice-over-ip solution (download server and clients for free) might be a nice solution.

- because of a design concept that does not fullfill the requirements or better the demands of those players that have tried the game. This does not mean that 3D is required; 2D is sufficient, however the information orientated design concept may be optimized in some parts. The actual SV6 game icons are better than in SV5, however the top row buttons are too big, do not need a graphical icon if there is a text label, and they reduce the screensize in a manner that the game is nearly unplayable at 1024x768px, a typical older PC of children that they got from parents or older brothers.

- because of missing the possibility to reduce the game speed (impulses/minute) for training purposes. I heard this request very often: Units suddly explode somewhere on the screen and the (new) player has no single idea where and why and how that happend. A visual solution that may solve the later mentioned problem might be to prompt a "death/destroyed icon" at the last position of a unit for the next ca. 20 seconds before it is faded out.

- because of missing the possibility to save multiplayer games that may later be continued. Because of a browser based SV6 this might be realizeable because savegame files would be saved on the server without the possibility to be hacked by clients. Why saving: We are used to play if we have some spare time - if there is a phone call or other interuption the game should be stopable; and at late hours (think about time differences US/Europe) longer games often were ended because of one player who has to go.

- and finally because of a simple reason: The friends do not like to play SV5/6 because for a few dollars you can buy space exploration games "Sins of a Solar Empire" with an in-game level editor, additional scenario building tools, great graphics with impressive visual and sound effects.

Additional requests from my side:

- I am looking for a highly customizable, abstract, team-play supporting strategic game which may be played with teams of 2 versus 2 up to 16 versus 16 players. SV4 was nearly perfect, simple to edit, high performance, however limited to 10 players and a missing server executable without bugs.

- Maps and victory conditions etc. must be customizeable. And to change certain settings a simple text editor should be sufficient (if there is no in-game editor).

- Programming scenarios and brains/bots might be viewed as some kind of intellectual or educational contest.

- The traffic generated from on LAN to the internet server to players in the other or same LAN will be too high. So for a LAN competition a server within the LAN is mandatory.

- These local players or community members will maybe never be interested in visiting "official websites" (english) or they will simply be too young.

- And in certain situations it will addionally be mandatory that the players (children!) are NOT routed/linked to external pages/sites that are not under the control of the local game organization or parents. Or in other words: They simply do not have an internet access because of internet access restrictions by LAN admins, school admins and/or parents.

Keep in mind what you have designed: A game engine that may be used to generate tactical games for players aged from 6 to 96 years.

Two thumbs up.


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T2M | SolarVengeance Org | Timezone UTC+2 Central Europe
9/14/2009, 10:32 am Send Email to T2M   Send PM to T2M
 


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