Phoenix SS

Community Forums/Showcase/Phoenix SS

Richard Betson(Posted 2011) [#1]
Hi,

Here are a couple videos on the progress of Phoenix SS. Phoenix SS is a MMO space combat game inspired by SubSpace.

Shows the map editor and current features, building a map, running a map (14 imn)
http://www.youtube.com/watch?v=O-rLwNQyGoI

The client.
http://www.youtube.com/watch?v=AhObNL5dkW4

The Phoenix SS hope page.
http://redeyeware.uphero.com/phoenix_ss/main.html

See ya,


Foppy(Posted 2011) [#2]
That looks good! Reminds me a bit of an old game called Bolo on the Apple IIc, you had to fly around a maze and destroy enemy bases. This could be completely different though! :)

Nice parallax scrolling effect with the planets in the background. Maybe it's an idea to add more foreground objects (space dust?) so you can see that you're moving even if no space station bits are on screen.

Last edited 2011


Richard Betson(Posted 2011) [#3]
Hi Foppy,

This video is a fair example of how "SubSpace" plays, looks and feels:
http://www.youtube.com/watch?v=CwkVrxYZvEE

Phoenix SS is about halfway through the alpha stage of development. I will be adding much more to the game, for example 'foreground/background objects'. The client demo posted there is a static background (only moves slightly) and as you point out will need dust, debris or rocks to help with a sense of movement through space. The game also uses a tile-image background which 'out of the box' gives a great sense of movement, I'll try to post a video of that later today.

There is still a lot to do in development but the core frameworks for the engine are mostly done. This is a huge project for one guy consisting of a map editor, client and servers plus some other support applications. The cool part is that the map editor, client and servers all use the same core framework so in the map editors case it makes for easy map development. I'll be adding scripting as well for an even deeper feature content.

I really love playing SubSpace and have done so for many years. The old game is now dated and Phoenix SS although a whole new approach will keep the same game play idea intact.

Thanks for the suggestions:)

Last edited 2011


Richard Betson(Posted 2012) [#4]
I have finally got my collision system working. Getting closer to testing on a server. :)

Phoenix SS Client using collision system.
http://www.youtube.com/watch?feature=player_detailpage&v=L5tlwyQru-w

A full screen capture of above:
http://redeyeware.uphero.com/images/collision_shot_lg.png

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Last edited 2012


Richard Betson(Posted 2012) [#5]


Phoenix SS
New version of the client with DX fixes and more:

http://redeyeware.uphero.com/phoenix_ss/phoenix_ss_client_a83b.zip
Windows Direct X 7,9,10,11 and OpenGL

Number pad '-' and '+' to zoom in and out. F10 to toggle rotation on and off.

Last edited 2012


Richard Betson(Posted 2012) [#6]
Hi,

PoLiX, owner (long time supporter of SubSpace/Conitnuum) of SUBSPACE.CO has graciously provided a sub-domain and is hosting a project page for Phoenix SS. You can find it here:

edit*

Phoenix SS resource downloads and information will now be here first. Thank you PoLiX.

- Rich -


Richard Betson(Posted 2012) [#7]
Hi,

Here is a video of a parallaxing asteroid field and lighted (lightblend) lasers. Alpha server and client to follow.

PoLiX at www.subspace.co is hosting the Phoenix SS project page located here:
EDIT

Video:
http://www.youtube.com/watch?feature=player_embedded&v=hXb56qwS49s

EDIT

Last edited 2012


Richard Betson(Posted 2012) [#8]
http://www.youtube.com/watch?v=NFQ21E-4QYI&feature=youtu.be

Hi,

In this video you can see the server ( the blue ship ) hosting two clients ( the yellow ships ). I have a basic outline of how to proceed now and it will not be long before you will be able to start testing the client. :D

BTW, if you notice a low FPS it is because I am running a server ( playable mode ), a local client and video capture software on one system.

- Rich -


Richard Betson(Posted 2012) [#9]
Hi,
I have a 'basic alpha' server running and a new client application ready for testing. You can download the new client here:


edit

or go to the main page:
edit

The current IP is here: http://www.subspace.co/topic/26399-server-up-download-the-new-phoenix-ss-client-and-come-test/

Unzip and run the Phoenix SS application, select setup information and click 'Play Phoenix SS', Enter a name, then enter the IP address above and hopefully you will connect. Hopefully I will see you on the server. You can hit 'T' to chat then enter to send it. Also remember the 'z' key fires and the arrow keys turn and move you. Number-pad '+' and '-' to zoom in and out and F10 to toggle screen rotation. F1 for help and more key options.

The server is just a basic outline letting you fly around with others, fire bullets and is limited to 'TWENTY' players while testing. Collision is working on the wall parts but not bullet to ship collision at present. As soon as I am confident with the basic server framework I will add bullet to ship collision, should be up next. The server also has a basic chat system, just hit 'T', type a message and hit enter.

Let me now how it works for you. :)

- Rich -

Version History:

5/4/2012
Ver:.a85_c
--------------
This version is client only.

Many optimizations to collision and part image rendering via the mapping framework. On my baseline system the FPS was increased by 60%. Radar is up and working although needs a little work. Networking has been added and this version marks the debut of the .a1 Phoenix SS server and client framework. The Phoenix SS game application can be a server (playable or dedicated) or a client. I may break them up but for now they are together. I have add a background system for debris like asteroids and will eventually add a foreground system for overhead FX. I have also reworked the tween system to be more robust and accurate. Lots of other little fixes graphics setup and more.


I have for this version locked the background in place and the map itself now turns in rotation (F10) mode. I will be moving the radar to the center when rotation is on as it seems to make the best sense. When I rework the fronted there will be lots of options for things like radar placement and more. I just experimenting with the background and there will be option for that as well.

Still lots to do like patch up holes in the placement of parts, developing the server and client net framework, adding game features and work to do on the editor.

Last edited 2012


Richard Betson(Posted 2012) [#10]
The server is still up (same IP) and I will maintain a server online throughout development. For server status and client updates please go here:
edit

Thanks.


skidracer(Posted 2012) [#11]
I logged in last night without problems, ping was 150 (is that one way or return trip?) and display was very smooth.

However without anything to shoot it's not exactly a rewarding activity, hopefully upcoming releases will be a little more interactive?

Last edited 2012


Richard Betson(Posted 2012) [#12]
IT is one way or split of the return time.

I am adding 'bullet to ship collision' and it should be out next week. But before adding it I wanted to make sure I had a working system especially when working out the client prediction model. Add to that this is the first time I have ever coded for UDP or a client and server, I am amazed how well it is working. :)

Thanks for testing. I'll post here when I have something you can shoot at. ;)


col(Posted 2012) [#13]
Hiya Rich,

I just logged in. I got a ping time of 450. Plays very smooth and it picked up the obscure full screen refresh rate from the driver in Dx10/11 mode too. I like the 'preview' map in the top right. Very nice looking. Its cool to see it progressing!

Oh yeah, something to shoot would be great ;)

EDIT:- After my 'net connection went down, I found a faulty cable. After replacing the cable the ping time dropped to max of 150. Nice one!!!

Last edited 2012


Richard Betson(Posted 2012) [#14]
Hi,

Getting ready to post a playable version of this game:P

http://www.youtube.com/watch?v=KXBwfkf31N0&feature=youtu.be


Richard Betson(Posted 2012) [#15]
I have the Phoenix SS server up and running and a new client is available here:
http://www.subspace.co/topic/26661-new-phoenix-client-lets-play/

The current server IP and status can be found here:
http://www.subspace.co/topic/26660-current-server-ip-and-status/

Come help test if you can. :) Thanks.


Wiebo(Posted 2012) [#16]
I can't play now but I will join tomorrow if it is still up, Richard =]


Richard Betson(Posted 2012) [#17]
It will be up! :)

Thanks Wiebo.


Richard Betson(Posted 2013) [#18]
Hi,

Roughing out a website for Phoenix which is now known as Phoenix Universe of Space Combat or Phoenix USC. If you have any advice on building a website let me know, I am interested in any free wysiwyg editor. I am using Amaya which is slow and a bit buggy.

Beta testing planned to begin in about two months. :)


Cruis.In(Posted 2013) [#19]
nice job I've always thought of building a successor to subspace. I first played it in 1997 and to me it catapulted online games. Hundreds of thousands of people played that game over the years and subspace still has a thriving community.

I wanted to be able to add a lot of features i felt a 2d space combat game needed. But working on a different project, where my inspiration is starflight one and 2.

glad someone is doing this.


Richard Betson(Posted 2013) [#20]
Thanks Cruis.in

I have set up a website for Phoenix USC here: http://www.phoenixusc.com/ and a message board here: http://www.phoenixusc.com/board .

If you have ever played Subspace/Continuum I'm sure you will love what I'm up to.

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Richard Betson(Posted 2013) [#21]
Getting close. :) Beta starts in 2 months.

http://www.phoenixusc.com/board/showthread.php?tid=63


Who was John Galt?(Posted 2013) [#22]
Looking great, Richard. Will there be a Mac version?


Richard Betson(Posted 2013) [#23]
Thanks,

Yes! as soon as I can afford a used Mac. Let's hope donations help. :) I will also have a Linux version.

If Monkey gets UDP support I'll support IOS and Android tablets. The game engine was designed to port to Monkey.




Richard Betson(Posted 2013) [#24]


Hi,

I have written a custom GUI system for Phoenix USC. It really opens the path to lots of in game settings and options.

You can also follow Phoenix USC on Twitter, Facebook, Google+, RSS Feed and Indie DB. All the links are here:
http://www.phoenixusc.com/board/showthread.php?tid=78

I you are interested in beta testing why not join the beta team. Check out this link for details.
http://www.phoenixusc.com/board/showthread.php?tid=67

Off to code. :),


Who was John Galt?(Posted 2013) [#25]
Rich,

I can do the Mac build if you like. Obviously you have my word I won't steal anything. I'm happy to do a couple of bug fix builds, a demo and a final build. Obviously hammer the bugs out on PC before you give it to me if ur interested.


Richard Betson(Posted 2013) [#26]
Hi,

Here is the latest look at the 'in game' GUI system. I will probably re-skin this later and possibly change the the layout but the in game GUI system is working excellently. This really opens a path to all sorts of in game options and features.

Alternate image here: http://www.phoenixusc.com/board/showthread.php?tid=86&pid=244#pid244

- Rich -

@John - Thanks. I'll let ya know. :)




Imperium(Posted 2013) [#27]
Website down :(

At first glance this reminds me of a cult classic called Operation Inner Space. Which is in dire need of a modern remake because its a amazing game. Will try this out when I get a chance.


Richard Betson(Posted 2013) [#28]


Hi,

I'm still hard at work developing Phoenix USC. I thought I would post this development video of Phoenix USC. Featured here is the new duel layer of play that lets you play on two levels on a map. This allows overhead ramps, balconies and more, even an entire second level layer on the same map. Options will allow the upper layer to be semitransparent, solid or invisible. The pink and purple bars at the ends of the ramps are switches and will be hidden in an actual game scenario.

I have added a exhaust trail system that can have several trailing tails behind a ship.

I have also added an overhead part system that allows for things like overhead struts or other types of map parts. The same system allows for lights and shadows that interact with the ships on a map for example shadows form an overhead part cast on top of a ship or the same with lights.

Phoenix USC is humming along in beta development. :)

- Rich -


Richard Betson(Posted 2013) [#29]
Hi,

Working on the map design using the new features (lights, shadows, second map level).

- Rich -







TaskMaster(Posted 2013) [#30]
Chrome is claiming there is malware in this thread, or a link from this thread.


Richard Betson(Posted 2013) [#31]
Hi,

Yet another reason I do not use Chrome. It is referring (with in this thread) to a site link/media that does not exist. I have deleted that link/media but chrome still thinks it's here. Nothing here is malware!

I'm really not sure what is going on with Google. That account is inactive and I had not used it for some time.

To be sure my main site is www.phoenixusc.com is not affected by any of this and is malware free!

I have moved this project to this thread:
http://www.blitzmax.com/Community/posts.php?topic=100463


- Rich -


Cruis.In(Posted 2013) [#32]
awesome, can't wait to try a modern version of subspace with you design spin on it!