Archive for category Development

Game’s Marketable Cores

Our culture is deeply rooted in time management. Everything you do takes up a certain block of time. Therefore, it is natural to pivot games against other forms of entertainment. If a person is going to entertain themselves they have several choices, for instance: a book; a movie; or a video game. Because of these choices, a video game must be as marketable as that blockbuster hit.

To achieve this, a game must have a marketable core component. This is the invisible motive that gets consumers to play a game. It’s not hard to deduce what this is; however, video games surprisingly aren’t diverse enough to draw attention. In fact, the more diverse games are, by and large, the more popular they are. It seems that MMORPGs these days are similar, this is because their marketable core components are the same.

I’ve devised a list from games that I’ve played. The list goes on and on, most of them are in the same categories.

What do you think?

  • EA’s SimCity Franchise : Watching Growth (Garden-like)
  • Magicka : Creative Diverse Customizability
  • EA’s The Sims Franchise : Watching Growth, Domination
  • Active Worlds : Creative Construction
  • Second Life : Immersive Chat Room
  • Blizzard-Activision’s World of Warcraft : Perceived Infiniteness
  • Microsoft’s Freelancer : Perceived Infiniteness
  • CCP’s EVE Online : Perceived Infiniteness
  • Minecraft : Deep, Perceived Geologically Complete World (Perceived Infiniteness)
  • Maxis’ Sim Earth : Domination
  • Microsoft’s Age of Empires, Chess, etc. : Duality Strategy

 

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A Friendly Warning: Don’t Use Voided Alliance

I realized that I was still running Voided Alliance on my server. This obviously concerned me because, as you may know, I wrote the game several years ago (before I knew enough about security to be writing something so complex.) If you have looked at the source code, first let me apologize for making you ill, second: you will know that the code is very amateur.

It wasn’t too long before I found SQL Injection attacks left, right and center. Far too many for me to fix, especially since market distribution of the patch would be impossible. I can only hope that very, very few people are actually running the code.

The fact that I was never hacked before seems to have been because of PHP’s Magic Quotes, surprising enough. Now, because of the fact the Magic Quotes “security” feature is disabled, it is no longer “secure”. I would urge anybody who is currently running a script, for whatever reason, take necessary precautions (such as: Not running it.)

I have since taken down the downloads of Voided Alliance, they will not be going back up. I have told everyone a long time ago that I am no longer supporting it. I have now taken down the VA source running on my server as well.

I hope everybody realizes that this is a very real danger and takes necessary precautions. I don’t want to ruin anybody’s day, week or whatever because of a nasty SQL injection attack.

Regards,
Eric

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Stop Censoring Browsers!

It’s true, Internet Explorer 6 (IE6) is a fossil. In fact, using it may be dangerous. There are whole sites dedicated to the eradication of Internet Explorer 6. Most sites tell you that it isn’t to be browsed in IE6, recommending more modern browsers like Internet Explorer 8, Google Chrome, Mozilla Firefox, Safari, or Opera 11. However, some people (self-proclaimed “experts” Andromeda Media Group) and no doubt hundreds of other sites have taken an extreme stance on the issue. They will not allow a person who is running IE6 to view their site.

The magnitude of this is the simple fact that, if they have not updated by now, nobody cares enough about your site to update anyways. On top of that, and more importantly, you are preventing anybody to get any information from your site (other than you have terrible customer support.) If you don’t support it, then let them view the site as it appears on IE6. There’s nothing wrong with that. If you do block them, there is something wrong with that.

You might consider them blocking IE6 from their site as “not a large problem”; however, users of IE6 do still exist. It comes down to the fact that, if they’re still using IE6, they don’t care how your site works. Don’t block them from seeing it. Even a broken site yields information. A page that tells them to upgrade sends the message that you’re marketing department is incompetent.

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Andromeda Media Universe and a Reflection on Virtual Reality

What is Virtual Reality?

Virtual Reality has several definitions. However, in relation to the products we may discuss, virtual reality means a fully editable world or collection of worlds. In this sense, there are very few programs that fit it. Even so, we will only discuss two products. One, Second Life, because it is the largest. The other, Active Worlds, because it is the oldest.

The history of Virtual Reality goes back to Worlds, Inc. In the early 90′s, Ron Britvich, a programmer working with Peregrine Systems, created a program named WebWorld. It would become the idea behind the product “Knowledge Adventure Worlds,” a product that was marketed from a merged team including the founder of Peregrine Systems, a developer from Knowledge Adventure and another developer from Kinetic Effects, Inc. [1] Knowledge Adventure Worlds was renamed Worlds, Inc soon before the release of the product. In 1995, Worlds launched AlphaWorld and Active Worlds was born. Since then, Active Worlds has not changed very much. While it has slightly improved in graphics quality, the browser itself remains much the same. However, it still has a marginal following behind it and is one of the few products of its kind that have remained for so long.

The largest Virtual Reality that exists today is Second Life. It was released in 2003 and remains the most popular Virtual Reality to date. The actual product is slightly different from Active Worlds in that it has a major focus on socializing rather than open-ended creative construction. While you can still construct buildings in Second Life, it is far more expensive and much less easy. Second Life also does not support multiple worlds like Active Worlds does. What Second Life does well; however, is its superior file sharing system, as well as its unique in-game model development platform.

What ideas are they based upon?

Both virtual realities are focused on the idea that socializing in a 3D environment is more stimulating than in a 2D environment (like Facebook or any given forum.) In that respect, I think virtual reality improves the sharing of creativity while it also limits the social aspect. Socializing in any virtual reality is more difficult than in Facebook or in any other 2D platform. This is because a 2D platform represents an infinite, boundless plane for socializing. That means that any set of people anywhere can talk without having to worry about if they are close enough. This, I think, is the flaw in socializing with a Virtual Reality. Without the ability to find and talk to people without needing to be near them is the reason that 2D platforms are far superior social platforms.

Beyond that, both Active Worlds and Second Life attempt to portray themselves as a method of business premises or an environment friendly to eCommerce. They are neither of these things. In fact, they are both a terrible way to run an eCommerce business or, for that matter, run a business from at all. Even if the only two options for a business and an eCommerce were that you can have a website or you can use a Virtual Reality, a website would be far better. For one, you do not need the special client that is required to even view the content you want the consumer to have. Secondly, you, again, portray the content in a world where space does matter. That way, you can never portray the data as efficiently as you can on a website. In the instance of business meetings in Virtual Reality, like mentioned, you would need the client. On top of this, there are a lot of more specialized methods of sending corporate data than a 3D world. Companies would go for these rather than the limited applications of Virtual Realities. Therefore, in this context, Virtual Reality is not a very good method for running an eCommerce business or presenting critical business data.

What is Virtual Reality good for then?

Virtual Reality has a specific purpose, it can be used for socializing (however, no Virtual Realities currently are efficient enough), it is definitely not for eCommerce Businesses and it should never be used as a replacement to the internet. What it is, is a good platform for creativity, and if done right, a wonderful platform for making very editable and distributable 3D games.

Where does “Andromeda Media Universe” come into this?

Andromeda Media Universe claims that they are a the future in Virtual Reality. They are a group of people who are self-proclaimed experts in their field. Even if you look past their vainglory, they make very few good points. They incorrectly target the social aspect without thought on how people socialize. However, they do acknowledge that both Active Worlds and Second Life have deep problems. Why are they mentioned? Because they are the closest so far to discover that the real secret of Virtual Reality is that it has very little use in the current form. It needs something other than socializing to draw people to it and something other than socializing to keep people there. Facebook can succeed because it is a perfect social platform. Virtual Reality is an irreparable social platform and will never be as efficient as a 2D platform.

No one yet has done it correctly. Perhaps it is because it cannot be done?

 


[1]: Mauz’s Active Worlds History <http://www.mauz.info/awhistory.html>

Andromeda Media Universe: <http://www.andromeda3d.com/>

Active Worlds: <http://www.activeworlds.com/>

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Google’s Mod_Pagespeed Apache Module

I downloaded the source-code for Mod_Pagespeed and compiled it on my server (this one) after installing Mod_Pagespeed as Ubuntu (even though the server is a Debian: it seemed to work) I turned it on to see how it was.

The pages did, indeed, load faster. Noticeably faster, even. Unfortunately, it doesn’t seem to work with ServerAliases. For example, I have a www.lurous.com and a lurous.com. It cached the first one fine, but when I tried to access the second one it didn’t work. Apache says:

[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(48)] http://www.lurous.com/:1: 2605us: HtmlParse::ApplyFilter:InlineCss
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/templates/dark_theme/_css/style.css
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /templates/dark_theme/_css/style.css to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(48)] http://www.lurous.com/:1: 2779us: HtmlParse::ApplyFilter:InlineJs
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/media/system/js/mootools.js
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /media/system/js/mootools.js to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/media/system/js/caption.js
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /media/system/js/caption.js to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(48)] http://www.lurous.com/:1: 3065us: HtmlParse::ApplyFilter:ImgRewrite
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/templates/dark_theme/_img/logo.png
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /templates/dark_theme/_img/logo.png to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/templates/dark_theme/_img/xeno4_logo.png
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /templates/dark_theme/_img/xeno4_logo.png to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/templates/dark_theme/_img/community.png
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /templates/dark_theme/_img/community.png to rewrite.
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/apache/serf_url_async_fetcher.cc(632)] Initiating async fetch for http://www.lurous.com/templates/dark_theme/_img/book_rune.png
[Wed Nov 03 13:54:56 2010] [notice] [1103/135456:INFO:net/instaweb/util/google_message_handler.cc(29)] http://www.lurous.com/: Couldn't fetch resource /templates/dark_theme/_img/book_rune.png to rewrite.

So, I tried to add the domains to the pagespeed.conf file (/etc/apache2/mods-enabled/pagespeed.conf)

ModPagespeedDomain *.lurous.com

Even then, it didn’t work. So, I am just going to wait until they fix the bug or they find a work-around. Until then, it’s off on my server. But, if you feel brave, I say try it out. I built from source, so it may be a bug on my end. From what I saw, it worked really well. (Other than the problems I had.)

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[Four Year Reflection] Voided Alliance Reflection

A Reflection of Voided Alliance

It’s now been exactly four years and four months since the project Voided Alliance was started. Looking through the original code, there’s so many problems. There are things that I didn’t understand about PHP in it, there are places that are so un-optimized that it is painful and there are places that are so disorganized that even I, who wrote the script 4 years ago, cannot figure out what is going on. Now, four years may not seem like a long time for most people, but for me, it represents the bulk of the years in which I learned about the science of programming. Before now, I wrote truly awful code (and I probably still do.) Voided Alliance is testimony to that.

The Actual Design, Graphically

First, I will start on the layout and design of the game on a high level. At first glance, the layout is old fashion and very ugly. Tables are used; however, they are not used well. There are places where text is vertically aligned in the table. There are no background images and the page is nearly entirely black. The header image is an old Truespace 3 render with a terrible “sun.” On top of that, the lens flare is extremely bad. The font used in the Voided Alliance text is a terribly cliché font with an ugly bevel. The menus are long and confusing and the tables’ colors are bold and painful to look at.

Voided Alliance Layout

The ugly Voided Alliance Layout

The Actual Code

The actual code, as I have already said, is disorganized and inefficient. Get this: the largest file served by the server is the index.php file. It is loaded every time and it really is over 7,000 lines long. Now you are starting to get the idea on how inefficient this code was. However, putting that aside, the game had a surprising amount of features. Some of them were hard to use and / or hard to get to, but they were interesting.

Disorganized, Long Index File

In Conclusion

Looking through it on the old Auburnflame website, I fixed a few bugs here and there (can’t help myself.) After that, I remembered how interesting it was to make the game. Even though Voided Alliance is badly coded, it seems like that never hurt its popularity. However, I will advise people from now on: Get VA Revolution, not VA Ruby (and definitely not the original code.) Voided Alliance Revolution contains code fixes from 2008 that were pretty major security fixes. I love Voided Alliance; however, it has ran its race (it didn’t come in at a bad time, either.)

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What Is Going On? Xeno 4’s Last Update Was Ages Ago!

The fact that Xeno 4 hasn’t been updated lately is widely considered unhealthy for the project. I admit that it doesn’t strike a good note with people who are anxiously waiting for the new updates. Over the summer, the updates were flowing in. That’s because over the summer, I had only one really large responsibility taking up my time, my job. Now, I have both a part-time job and full-time studies at the University. As it turns out, my workload this semester will be quite arduous. Because of this, you will not see many updates per month. I’m not sure I’ve done any since school started.

Don’t Be Alarmed

I just want to inform you not to be alarmed. I might put updates in, I might not. However, when I am not working on school and work, I am thinking of different methods of applying certain functions into the game. My school and work comes first, but Xeno 4 comes second. When I have time, I will add features into the game. There are no other projects Lurous Productions is working on right now. There are no other projects I am working on right now. It is only Xeno 4. If I am not putting updates into the game, it is because I am studying or I am at work.

We’ll Resume Heavy Work

Don’t worry, once I am not as busy at school (or it gets out) I will devote the extra time into Xeno 4. Xeno 4 has the best chance of success that I have seen in any of my projects I’ve worked on so far. I have the most of the resources, the tools, and the knowledge to complete it. The only resource I don’t have at the moment is time. However, I will have more time later on and once that happens, Xeno 4 updates will come out much faster.

I’m not saying that you won’t see updates. I’m saying don’t expect them to be fired out like they have been in the past.

Stay tuned!

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Java: Without Intervention, Death?

Well, this is a fringe theory based on statistics. According to the Tiobe Index (http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html) Java is falling at a pretty much constant rate of -7/8% per year. At that rate the programming language Java will become obsolete by my definition (3.5%) on June 25, 2026 5:08:34 PM CST. Anyways, you don’t actually see that many Java programs that are actually in use in the real world.

Now this all depends on whether Oracle can get Java running again. I think they wouldn’t have bought it if they didn’t have a plan to make it useful again. I personally don’t use Java so I can’t say whether or not I like it, but the statistics don’t lie: Java is losing speed rapidly in the Programming arena.

Now, of course, this is all theoretical and far from scientific. If anything changes, that date will change too. If Oracle improves the language, it might even gain in strength.

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Xeno 4: The Inital Storyline Sketch

The Rouge Planet

In the near future (5 November 2011), a rogue planet was first detected by SETI in New Mexico. National Aeronautics and Space Administration (NASA) quickly formed two teams. One was in charge of checking if it would hit Earth; the other’s job was to find out what, exactly, it was. The first team declared it a Near Earth Object and started to check if it was going to collide with Earth. While some initial reports confirmed the collision, others came to the conclusion that it would probably miss Earth by a small margin; however, both of them confirmed that it would be at it’s nearest to Earth in two years. The second team, after receiving images of it, decided it was a planet. While it was always a theory that planets could exist without a star to orbit (thus they are called “Rogue Planets”), this was the first real proof that rogue planets existed.

The media, of course, ran with the story that the Earth was ending in two years (with varying levels of professionalism.) The amount of media attention to the planet shifted it to the front of the minds of all of the space agencies around the world. However, it was the European Space Agency (ESA) that came up with the idea to work together for all Earth’s benefit. NASA, reluctantly, agreed to the idea and then all other space agencies followed suit. After an hour of heated debating, they formed the “International Space Agency.” It took a good, long week to form a charter and then get to work on what to do about the planet. Another long debate later and they decided to name it “Xeno 4” as it was the fourth unidentified planet in the solar system. The plan they formed was to land on the planet when it was at its closest to earth and then scour the planet for technology. It was discovered, after that, the planet was spiraling towards the Sun; therefore, they would only have two weeks before they would have to leave Xeno 4.

The ship was designed to be able to land on Xeno 4 and then take off two weeks later. A few months of designing and they drafted the ship “International Space Shuttle ‘Discovery’.” Immediately, they started production. The fuselage was created in Texas. Parts of the engine were created in Germany, Italy and Russia. Other various parts, such as the electronics on the ship itself, were created in Malaysia, China and Japan. While the ship was being created, they trained a crew of astronauts, sent a probe to get good pictures of the planet and designed a Xeno 4 rover.

The probe they sent told a tale of how the planet was sent into motion. The planet was struck by a massive asteroid. Remarkably, the planet itself was not completely destroyed; however, the atmosphere was extremely thin. Whether that was because of the motion of the planet or because of the asteroid’s impact, nobody knew. In the end, though, the probe came through. The probe had discovered a large, ancient city on the reverse end of the planet. Through the images ISA obtained, they were able to devise a good landing area for the Discovery.

Everything was ready for launch. Thankfully, the hurricane Morris had struck Alabama and in Tampa Bay, Florida. Since the weather was great, they launched. Everybody held their breath as the ship took off and only released it once it reached space. The crew of the Discovery set a course for Xeno 4 and entered its orbit two days later. They immediately began hitting the spots ISA had identified as “possible locations” of technology. They hit a library, a center of commerce, and what looked like a factory first. Within two weeks, they had acquired a great deal of new information. In an attempt to reduce the loss of data, they sent most of what could be sent in PDF form to ISA before the launch. However, they needn’t have worried, the launch was a success.

What the crew on the Discovery had discovered was a great deal of completely illegible data that would have to be translated into something legible. It was a monumental task to try and translate the data they had extracted. It was this fact that started it all. The European Space Agency had declared that they would like to release any technology they did find into the Public Domain. ESA representatives quickly formed a coalition with NASA on the issue and the numbers were pretty equal. However, the Chinese Space Agency and the Russian Space Agency were fervently against it. Both the Chinese and Russian space agencies quickly unified every other agency to their side, except South Korea and Japan. With the majority they shot down the vote. In response, NASA and the European, South Korean and Japanese space agencies all withdrew from the International Space Agency. They formed “The Separatist Space Agency.”

The Second Space Race

The race to space started again. Both agencies were sure that the secret to deep space travel was held in the data each one of them had. The ISA, being more devious, decided that they were going to work on the parts of the data that they were sure the SSA would not work on. They planned to infiltrate the SSA and steal the remaining data when the time came. Naturally, they both hired a team of linguists and scientists. Over the next two years two major events took place. The first one was that the planet, Xeno 4, had been completely destroyed as it struck the Sun. The second was ISA was finally successful in utilizing the advanced, alien technology.

This had been a shock for the SSA. They had intelligence that the ISA was going slowly because they were translating portions of the data that SSA had already thought to be of little value compared to the rest of the data. While the data they translated was important, it had been confirmed that the data you need to get to space was mostly left out of the ISA’s research. Therefore, when ISA announced the first “Deep Space Fusion Engine” the Separatist Space Agency was completely wrong footed. In the end, they discovered the sneak thief and found out what had occurred.

Things were going to get much harder, however. The ISA started to mobilize a force against the SSA laboratories. After the ISA destroyed 4 of the 11 major laboratories as well as killed over 40 scientists, war was declared. At first, it was only NATO, the remainder of the EU that wasn’t in NATO, South Korea, Israel, and Japan against China, India, Russia, Iran, North Korea, and Egypt. However, as the war escalated, every country on earth from Canada to Ethiopia was involved in some way or another.

However, in the end, the SSA was able to finish their work and then successfully released all of the data into the public domain. The data they had released was simple; however, it would universally change everything. The data included stable isotopes for nearly every unstable element. However, the most important element was that of “Eka-Radon” also known as Element 118. The curious thing about Eka-Radon was that when electricity is run through it, a visible and physical force is created. The force it created was a very transparent light, almost turquoise, blue. The color was quickly associated with Eka-Radon’s main usages: combat the force of gravity (or create it in areas without it), as an external ship’s shield, or the light that was created when used as a Mass Driver in space combat.

The Fuel Wars

Two major corporations started manufacturing the element Eka-Radon which was needed in fueling the ship. The way the fuel worked is that it would create shards or pellets of Eka-Radon and fill the fuel containers with them. After they are full, the fuel containers would heat up and melt the Eka-Radon. The two major corporations were Eka-Radon, Incorporated and Deep Space Industries. At first, they both used the public domain method for making Eka-Radon. However, since it was quite expensive and slow, they each started researching how to make it faster and cheaper. Another problem that Eka-Radon, Inc. had was that they, being a United States based company, could not sell to the ISA countries. However, Deep Space Industries, being one of the first corporations based in space, could sell to anybody. In a sort of chain reaction, DSI sold more fuel and then made more fuel than Eka-Radon, Inc. On top of that, DSI had more money to research a quicker way and then DSI created a very quick, very cheap way of making fuel. They followed up with a patent and then thought they had beat Eka-Radon, Inc. However, Eka-Radon, Inc. was able to pull through, barely, by the fact that eventually, nobody in the SSA would buy from DSI. The Fuel Wars were then over. Even though there had been several minor corporations interested in fuel creation, they both had become the de-facto Eka-Radon manufacturers on their respective space agency group.

The Sol War: Separatists’ Early Failures

The war on Earth still raged; however, both sides knew that the entire war would be decided on who could control the different strategic areas of Sol (the system that Earth resides). The ISA had an incredible head start on mobilizing an army as they had got to space over a year before the SSA. Because of that, the SSA was defeated in battle time and time again by the ISA. The battles they fought were quick and decisive. In fact, the SSA could not get a foot hold in space for over a year. They finally built a massive ship (in comparison, the ISA’s fleet contained nearly only Cruiser class ships). The Separatist Space Agency constructed “the Behemoth,” a mobile star ship capable of ship construction in space and with formidable weaponry and a powerful defensive shield. At the time it was the largest, mobile man-made structure ever created. Through this, they created several large Destroyer class ships and started up an extremely effective espionage campaign using small ships that would not be spotted because of their small heat signature.

The major problem, as SSA discovered, with mounting a military campaign in space is the fact that there is no water. SSA had to send ships back to Earth for water often. They knew that ships carrying water were going to be a target for any ISA strike force, so they normally sent large destroyers that could repel nearly any force. However, what truly confused the SSA commanders was how the ISA could logistically support a force several hundred times their own. It seemed to the SSA commanders that they must be taking an exorbitant amount of water through trade lines. However, when they attacked a freight ship on the particularly popular Jupiter Trade Line, all it contained was minerals. It contained no water.

The Sol War: The Tide Turns

The Separatists’ espionage campaign paid off. What they discovered was that there was a massive Anchored Star Base orbiting the planet of Jupiter, deep in ISA space. It seemed to be a massive logistical hub for the entire ISA fleet. They sent a Japo-Korean infiltration team into the ISA lines disguised as the ISA freighter ship they captured: the ISS Mobility. The infiltration team discovered that the Anchored Star Base was a part of the ISA’s military plan for eventual victory in Sol. What the team discovered was a project called: The Jupiter Project. It was a top-secret water farm that was designed to mine a certain Jupiter moon as well as the Hydrogen and Oxygen from Jupiter and create massive amounts of pure water on the Anchored Star Base. The Jupiter Trade Line carted minerals from Earth that were required to create the purist water available. After that, it would be frozen and sent to every cruiser’s respective Destroyer by Fast Logistics Class ships. The Destroyer would then give the frozen water to each Cruiser ship in its control.

The SSA commanders decided to launch a military campaign against the Jupiter Project using their ship the Behemoth in battle for the first time. They decided they would attack the Jupiter Line and then take the Anchored Star Base in a lightning fast strike. After that, before they had time to mobilize, they would steal all the frozen water and then destroy the moon and the anchored star base. After they did that, they would tear into ISA space as a diversion. After all the ISA forces came to stop their advance, an even more powerful blockade force would surround Earth so that no more water shipments could reach ISA space. The Behemoth force would destroy every logistical structure they had before they would escape.

A month later, they attacked. The attack had taken the ISA completely off guard (not knowing that the SSA knew about The Jupiter Project). The battle of Jupiter Line was the first decisive victory for the SSA. Everything seemed to work perfectly and they used a previously drilled hole and planted a nuclear bomb on the moon. The bomb was successful in destroying the moon. After stealing all the frozen water, they also destroyed the star base.

Before the ISA could mobilize a force against the Behemoth and its fleet, the SSA carved a deep wound into ISA space and destroyed nearly every logistical structure the ISA had. After that, the SSA’s blockade force surrounded the earth as the ISA ships guarding it came to fight the Behemoth in ISA space. Behemoth was completely surrounded by over 300 ISA ships when the Behemoth used its size to ram other ships. The ISA ships were no match to the massive mobile star ship. Their railguns bounced off the superior shield without damaging it. However, the destroyers were arriving and then the Behemoth was forced out of ISA space with the rest of its fleet safely on board.

The Behemoth raced back to Earth before the ISA realized that the blockade was in place. With the military force guarding Earth and without the logistical support of the Jupiter Project, the size of the ISA military became its weakness. Several hundreds of ships’ crew all died because they ran out of water. After a month, the SSA had routed the ISA forces and took control of the entire solar system.

World War III: The Bloodiest War

On Earth, the bloodiest war ever was still raging. Over 600 million people were dead, from civilians to militants. It didn’t seem to matter anymore. The two factions destroyed everything in their way. However, the fact that the ISA lost Sol was not yet known. In a desperate move to stop African forces, the largest show of naval strength since the Spanish Armada crowded the Gibraltar Strait. The American, UK, and Japanese navies surrounded the strait. The ISA forces had marched North through the strait and had taken Spain, Portugal and France using the momentum they had obtained. The Eastern front with Russia had resulted in the loss of nearly every Balkan state. It seemed only Israel that was prepared for an attack. Israel had taken all of the states around it including Egypt. In fact, the bloodiest battle of the war, The Battle for Jerusalem, had occurred in an Israel attack.

After the SSA had taken Sol, though, everything started to change. The SSA’s bombardments were deadly accurate and it wasn’t long before the Naval attack on Gibraltar and the following attack to take Spain, Portugal and France back. In Germany, a European force finally started to move the Russian line back because of the SSA bombardments. Within a month, the fighting was on Moscow’s doorstep and the South Koreans had been successful in taking back North Korea. In the attacks from Israel, Iran and India fell. A force deployed from Gibraltar into Morocco quickly took the unsuspecting African forces by shock. The northern Gibraltar force had taken back Portugal and Spain and had surrounded Paris. Fighting finally stopped a week later on all fronts when a peace treaty, “The Treaty of Versailles,” was signed. The treaty said that the ISA must never again step foot upon Earth, thus banishing anyone who would not swear allegiance to the Separatists.

The Arms Monopoly

While the Sol War was raging, one corporation in particular stood out among the group of arms manufacturing corporations. They were particularly fierce and very good at corporate espionage. By the first quarter into the war, they had become the dominant corporation for the development of Railguns, Mass Drivers and Eka-Radon Shielding. They continued to hold dominance for a year before removing every corporation in their way. The corporation’s name was Weapons & Armor Manufacturing Incorporated (or WAMI [WAM-ee] for short). Over the course of the war, the corporation became obscenely rich. However, it wasn’t until after the war that they discovered what they would be known for. During a routine test of a massive Mass Driver, a small shuttle got caught in the ammo chamber and was fired from it. The Eka-Radon gravity shielding saved the pilot’s life. It was then pieced together a plan to create inter-galactic travel with extremely large Mass Drivers.

The plan was that they would create a Conduit. That conduit would fire a construction ship into the next system at the edge of dead space. After the ship arrives moments later in the next system, they would use a massive amount of Eka-Radon to slow themselves down. Once slowed down, they would create a Receiver in which would act to slow down an incoming ship. Then, they would make the Conduit able to slow ships down before sending a larger construction ship to make the receiver able to mass drive ships. These devices were called “Jump Gates.” They forever changed transportation. They were cheap, quick and easy to build. The only issue was that the shields and energy of the mass driven ship would have to recharge as the conduit would sap any of it during the transfer. However, there were fears that pirates would sit at gates waiting for unsuspecting ships to come through and be destroyed. In response, WAMI themselves deployed at each gate a group of destroyer class ships to both guard the jump gate from being taken and protect the people using the jump gates. Since WAMI charged a small fee for going between them, WAMI reorganized as a transportation corporation. The weapons industry started back up momentarily.

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What is Xeno 4?

What is a Game?

Xeno 4 is a video game that is designed to run on your internet browser. It will be similar to a flash game in that respect. However, it will be a lot more dynamic and interesting than the usual flash games. A normal flash game is quite linear with one goal, this game will be a multi-faceted, multi-goal game.

It is quite difficult to describe if you’ve never played an online multiplayer game. You could, of course, visualize it as a social game like on Facebook; however, even there, the comparison is lacking. Facebook games are less linear than flash games (normally) but Xeno 4 would be several times larger than most of the Facebook games combined.

Okay, it is “larger.” In what way?

If I remember correctly, most Facebook games (like Mobsters) are similar to: Create a character; Start fighting “fellow Mobsters” and use up activity points; Just choose from a small list of activities (Buy Guns, Buy Ammo, Buy Slaves, Buy Women, etc…) and do that until you run out of money or activity points for the day. That, in my opinion, is so linear that it amazes me that any person would play a game like that. However, to each their own. You can, though, see that would be a repetitive game. Anyways, I digress.

Xeno 4 will be large because it has a setting. The Mobster-Grind-Like games may claim they have a setting, but unless it’s 2D or 3D and visual, it’s not true. In that case, you have an address, not a setting. In Xeno 4, you would physically control your ships or fleet. In there, you can fly around a system or you can leave that system and go into another system in the galaxy. There are a lot of systems; however, I will go into that later. You can just assume now: there is room to grow… for a long time.

Uh huh… How is it different than “Mobster-Grind-Like” games?

The main difference is that combat will not be a one-shot deal. It will require strategy and knowledge of how combat on this game works. This game, when facing a player, will not be a “play to not use my mind” game. (However, there will be very simple computer players, I expect.) The best combination I can think of would be a chess game combined with an RPG’s set of skills. However, again, that’s not a perfect analogy.

Another difference is this game will be 2-dimensional and nearly fully interactive. The Mobster-Grind-Like games, if you recall, are a lot of “Click to fight.” With the result: “Okay, you won, 21 Exp to you. Grats.” That is not the way Xeno 4 will work. On top of that, movement is also not done by clicking: “Go to store”, “Go to warehouse”, or “Go home,” etc. It will require you to actually fly there. However, again, this is not a game you can play with your mind on other things. Well, at least, you can, but you won’t get everything there is to get out of it.

This one will probably be one you care about most: This is not a Facebook game. I know it sounds like I am making one, but it isn’t. This is as an external game as Google is external to Facebook. They are not related. I am only using the comparison of a Facebook game because most people have either played them or been spammed the hell out of by them (or both!) ;) .

Good, now explain what makes your game unique.

This movement system is not unique. In reality, I will be the first to blame Eve (and to be fair, they weren’t the first either) for this movement system. However, I thought that, while Eve was big, it was too small. In my opinion, space should not be “full” of people. Space is mostly empty and thus should remain so. At this moment, I believe, I have created the largest game world on the internet. (However, please do not go spouting that around. I’ve done 0% industry research on the subject.) At the moment my game is approximately 12 times larger than the Eve Universe and containing nearly 70,000 systems. There are maps around if you look hard enough, especially on our blog.

The synthesis of all of these ideas will create a hybrid real-time/turn-based strategy/Roleplaying Online Browser game that will be exceptionally dynamic and, hopefully gripping and fun. The idea behind the creation of this game is because I have seen too many static, linear games like Neopets, Farmville and several of the Facebook “Mobster-Grind” games. If all else fails and it doesn’t become popular, at least I will have something to play (even without any players) when I want to do something. I plan to be an active player on the game and probably, if the game becomes popular, I will not promise that you may not run into me under a different name.

Hope to see everyone there. If you still have questions, I will be glad to answer them.

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