Thursday, November 28, 2013

Got rid of multiple characters per account

I got rid of accounts. Each character now has its own password.

Why did I do this?

1. this simplifies lots of things in the code like banning, permission handling etc.
2. It makes it easier to do registration during the tutorial, because now there is only one name the player needs to make up.
3. I don't expect that many players will create more than one character, because there isn't much reason to do so in my game system.
4. There is no way to stop people from making more than one account anyway, so they are no appropriate method to tell natural persons apart.


The next thing will be to allow players to start the tutorial with an unregistred character. The player will choose a password when the tutorial is over.

Friday, November 22, 2013

Experimenting with JSP

Today I experimented a bit with Tomcat, Servlets and Java Server Pages. I made a char-viewer which gets a character from my MongoDB and exports some of its data as a website.

I really like the technology. I wonder if I should use it for some web-based components. But on the other hand, I would prefer to avoid mixing too many technologies. So I would prefer all of my non-game web applications to run in the same server application. I would, for example, like to have a forum and I don't want to program it myself. But while I was able to find plenty of free forum software in PHP, I couldn't find anything properly mature in JSP.

Seems like I need to brush up my PHP skills soon. I don't like it very much, but there is hardly a way around it.

Thursday, November 21, 2013

About the death of Glitch

About a week ago, I read that Glitch closed down due to lack of players. I must admint I never played that game. But the game had some striking similarities to mine. It too was an MMORPG, it was web-based and it was breaking conventions. I wondered if the same would happen to my game. Could it? Let's see what their reasons were for closing down.

Technology choice

One reason they mentioned was that the decision to use Flash turned out to be bad. I think they are overrating this factor. Sure, they couldn't port it to the iPad, but when people really wanted to play it, they could have played it on their PC. And seriously, who has an iPad but no PC? Sure, Microsoft and Apple have both decided that Flash needs to die, but so far their attempts at killing it didn't work out so well.

But I am not using Flash, I am using HTML5 which all the big tech companies support. I think I am pretty save in this regard.

Too complex infrastructure.

Their closing-faq mentions that "It takes a full-time team of competent engineers & technical operations personnel just to keep the game open. Even if there was a competent team that was willing to work on it full time for free, it would take months to train them. Even then, the cost of hosting the servers would be prohibitively expensive.". When that is true, they really have scaling issues. Less players should mean less work to do. But obviously that wasn't the case. Maybe their infrastructure was designed to scale up, but not down.

I am still taking this as a warning: I have to try to keep my infrastructure as low-maintainance as possible.

They didn't know what they were doing.

There is a really interesting article on Gamasutra which mentions that the people who made it didn't really had much of a clue about game development.

It seems to me like what they made wasn't so much of a game but rather some interactive community something which threw together gimicky game elements without having anything one could consider the "core gameplay mechanic". Sure, there seemed to be an amazing amount of creativity behind the project. But unfortunately they let that creativity run lose without any sense for coherent structure.

I hope I got this covered. Sure, I can't claim that I am a professional game developer yet, but game development is my hobby for about 20 years. I also collected plenty of experience with The Mana World. I believe that I know what I am doing when it comes to game design.

Not accessible enough

Another aspect the Gamasutra article mentions how hard it was to get into the game: "A lot of people were just like 'I don't know what the fuck I'm supposed to do.' Some people took 'I don't know what I'm supposed to do' as an invitation to explore and ended up loving it. Other people closed the browser. That's it."

The big strongpoint of browser-based games is that it is easy to start playing them. No gigabyte-sized download, just visit the website and you are good to go. But that's also their greatest weakness: It's too easy to close the browser window and forget that they exist. By making the game too hard to get into they fell prey to that weakness.

This showed to me that starting my games content development with the tutorial was definitely the right choice.

Friday, November 1, 2013

Status indicators

During playtesting I realized that when I died it was often because I wasn't aware of how low my HP were and that my barrier was already depleted.

The reason is that the players eyes need to focus on what is happening at the center of the screen during combat, but also to the status bars at the upper right edge of the screen. It's really hard to pay attention to both at the same time.

To solve this problem I decided that these markers need to get closer to the player-character. So I added some HUD elements right below it:





The arcs are, from inner to outer, the current percent-status of MP, HP and barriers. When the character would have multiple barriers, they would appear as additional concentric arcs around it. When the player wants to know the exact numbers, they can still look at the upper-right corner. But these arcs gives the player a constant awareness of the status of their player-character.