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This is the area for development of the new r1b1 software. Here is the link to the new beta of the 3D engine that we will be using. All developers should get a copy as soon as possible. If the link does not appear to work, please get in touch with me via ICQ and I will send you a copy. Immediately below here is the chat applet, so that we can chat live. Design Documents 2 Server to User Low Level Operating Document The game is ran on a high bandwidth server, the operability of the server is as follows. (The following is assuming that the player is pre-registered with the server allready) Basic Gameplay Here is how the game will function when the game is playing normally. The player loads up the game executable file. The first interaction is when the player identifies himself to the server. Inititally this is via him typing in the commander name and password, following the registration process on the website. Assuming he has allready done this, the software automatically sends his information to the server. The server checks the user details are correct, and sends the following information back to the user's computer. [PILOTS_SHIP_TYPE] [WEAPON_CONFIGURATION] [CURRENT_KILLS] [CURRENT_GAME_RANK] [CURRENT_NEWS] The Pilot's Ship Type, decides which ship the user should be using within the game. The user will have selected and paid for his ship on the server, so it is important that he is flying the correct one. Weapon configuration is normally the default, however users can opt to upgrade the weaponry system in some cases. Current kills are loaded to the user's computer. This is so that the user can gain access to his current score. Current game rank is loaded to the user's computer, primarily for the benefit of other players, so they can determine the other user's skill. Current news is sent to the user's computer, so that the user can keep abreast of any important happenings. Once the above information has been loaded up, the user's computer accesses a list of available matches. The list details number of participants, average levels of skill and a description. The user is also presented with a dialogue to gain access to any special fights he may have subscribed to from the server. The server does not need to update the information constantly, instead the user can press a button to update the list if he wants to. The details the user will request will be as follows. [MATCH_00001_NAME] [MATCH_00001_ADDRESS] [MATCH_00001_PASSWORD_Y_N] [MATCH_00001_PASSWORD] [MATCH_00001_PARTICPANT_01_RANKING] [MATCH_00001_PARTICPANT_02_RANKING] [MATCH_00001......ETC] [MATCH_00002_NAME] [MATCH_00002_ADRESS....ETC] The users computer takes the information, and will compile the list, making averages for skills, counting users and so on. The user now decides to participate in a normal fight. He selects a non-password protected fight and starts it. His computer now sends the request data, for the specific game address. The server then returns the name if the map that the user's computer needs to load. If the user needs to download the map, he is prompted to access the website or to choose a different fight. Otherwise, the user enters the game, and the server manages the various data packet sends as usual. Once the user logs out of the game (once he has finished), his computer communicates his score to the server, [USER_SCORE]. It adds the score to the users total score and credit, and automatically works out whether the user is entitled to a rise in ranking for both his pilot and the pilot's clan. His score is also added to the clan's score total and credit total. Unless the user plays again, he no longer interacts with the server. He now accesses the website to check his scrore. He types his pilots name into the pilot login screen. The website loads up his details (these are publicly available) and contain his score, clan, rankings and credit. He now accesses the clan page for the clan he is a member of (hosted on the website), and looks at his ranking in the clan, and clan fights that are upcoming and so on. At this point he decides that he wants to leave the clan and join another. He accesses the transfer list, which contains a list of the clans actively looking for members and the cost to join. He chooses one, and reads the clan public web page before deciding to make the transfer, then hits the correct button to subscribe to the clan. A message is displayed (in this scenario) that he has to have a trial fight before he can join properly and gain the password for the clan protected area. This will be send to him by a clan representative via e-mail (clans responsibility) His joining fee is automatically sent to the new clan whether he passes or not. The next day he now accesses a special fight, where he performs well enough to join the clan. The clan representative, using his web based control panel, adds him to the clan. The server automatically sends notification to the old clan representative, who can then delete his from their clan list. He can also make a specific challenge to the player for leaving the clan. The players details on the server are now updated to show that he has changed clans. His clan data is changes, as well as his ship data (all clans have different ships). His profile is updated, to reflect that he has changed clans as well. The player checks the bulletin board of his new clan, and also looks at the public bulletin board. He notices that there is a special fight available, where he will gain access to a special new ship if he can beat a difficult opponent. He posts a reply to the message, and is answered in due course via e-mail. EOF SECTION TWO. THE NEW TEST LEVEL. I am now working on the new test level. I have given it the name Raxxla Skydome. The level brief now follows. Level Name: Raxxla Skydome Author: Cris Robson Email: Cris@brm-international.co.uk In Brief: Large dome enclosed city, with features and so on, useful for dog fighting maneuvers. In Full: A large city area, enclosed by a semi-transparent dome to protect the city. The city model will feature the following: Roads system, covering the entire city, with tunnels and overpasses. Normal buildings, including skyscrapers and streets of residences. Feature areas, including parks and fly through areas. The player must have freedom of the city. The model will allow the player to fly end to end, through tunnels and through buildings, hiding and ambushing where he can. The city will have hidden areas, and must conform to the Blade Runner school of architecture. The city model will also be used for some cut scenes used in the intro section of the fighting arena, and will be a complex model. Poly limit : 20,000 maximum. Textures limit : 125 JPEG's 640x800 Min / Max players : 2 / 100 Ship limitations : 1 man fighters only. CURRENT SCREENSHOT FROM MAX 3.1 FOLLOWS: <na>
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