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RaMtiGA - Raising a Middleworld to its Golden Age
RaMtiGA - Raising a Middleworld to its Golden Age: Blog
Author: Jashan Chittesh Created: 2008-01-01T14:38:09
This is specifically dedicated to Traces of Illumination - the first game that will be released on this site, and in fact, the first game Jashan Chittesh ever developed.

Unity 3 was released 2010-09-27, so I can now finally release new Web players of Traces of Illumination. Unity 3 has quite a few great new ...

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I've previously mentioned that I'm currently working on an Awards-System for Traces of Illumination. I don't want to go too much into detail, yet, but keep you posted on what's going on in that area. So here we go ...

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Traces of Illumination has a pretty unpleasant bug in multiplayer: When you switch levels, the first time you enter the new level, all players spawn in the middle of nowhere ... so ... the level is unplayable. The good news: Everyone equally crashes after a little moment and you get to try it the next time. And then it should work. The even better news: I found it and fixed it. But if no one minds I'll wait with deploying that fix until I have a few more things fixed/improved.

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As you can see, I've ditched the V1.0alphaX version numbers and moved back to a more conventional version number sequence. That should help keeping things a bit more orderly than they were during the last year ... and a half ... so what's new in this version?

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This clearly is by far the longest time Traces of Illumination had between two releases - so I thought it might be a good time to dive a little into the history so far: The last release was V1.0alpha9b, released 2008-10-12. That's about 1 1/4 years. Until then, I had pretty short release-cycles ...

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More than a year ago I did a series of load-tests to find out how many players my game-server could take. My goal was to be able to host about 150 players per server. Unfortunately, in the last of those load-tests it turned out that around 70 players things got really ...

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I'm right now listening to the current state of the soundscape for Level 11 of Traces of Illumination - Everything in Nothing. It's not quite polished, yet ... but I'm happy that aside of some extra-polishing, it's done.

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It took its time - but now it's done: Instead of using my homegrown "network filter" that basically sent the message to each player individually and directly (in loops for all kinds of groups), Traces of Illumination is now using Unity's built-in networking-scoping ...

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Traces of Illumination was mentioned in Unite 2008: Highlights And Award Winners on GameCareerGuide. This is the second time Traces of Illumination is "in the media"; first it was in the Unity Developer Magazine, Issue 2 (I had written about that before).

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It's been a rather inspiring time, and while development didn't advance quite as much as I would have liked it - the last two months were a time of many ideas, things becoming more clear and getting things settled ...

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Ok, so altogether, I did three major load-testing sessions to which I had invited all people currently registered with the site. The goal of those load-testing sessions was to find out how many simultanuous players my server can currently take ...

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I've just sent out the instructions for the first load-test. Full text below ...

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I've just sent out the invitation to the first load-test of Traces of Illumination. For the purpose of this load-test, I've created a special "load-test client" which immediately logs in to the server. The user only needs to join a team, and then wait until a real player hits "play" - the load-test client basically simulates a user with the simple AI that's also used in single player mode. The full invitation:

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I had been going back and forth with this for a couple of weeks now, and during last week, I finally came to a decision: TRaceON is now called Traces of Illumination.

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Whoa, that's quite an amazing feeling: My first game is being covered in an actual magazine. No, not just an online magazine, a real magazine printed on paper!

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Today, I've announced the new version of TraceON in my Unity Awards 2008 thread on the Unity forums.

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I won't write much about this right now, because I'm ready to fall to my bed like a stone, but I just wanted to mention: I have finally finished Tutorial 03.

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Someone recently mentioned to me that a new TRON-movie was coming up. Today, I found out a little more about that...

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I've put a new version online: V0.999a - there not that many changes this time, but one very significant change, and that has a name: Tutorials...

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As previously reported, I had noticed that a few users didn't complete their registration process. Houston, we got a problem! ...

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I'm about half way through with the tutorial... Since it's already a bit late today, and I still have some rather funky ideas to implement, it might not make it today - but it will make it really soon...

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I've ordered service phone numbers for customer support. It may be a little early to think of this, but ...

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Today is a pretty busy day - I'll try to keep the blog up to date. The first two things I'd like to mention is my official UA 2000 announcement and - tadaaa - I just registered my trade.

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After quite a bit of testing and playing around, I've just put a new version of TRaceON online. This one should be considered "The Evaluation Version": ...

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Ok, this has been waiting for a few days now - but now it's online: My very first screencast ever ...

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One of the key features of TRaceON will be its persistence. While you play the game, you build a history ("traces" ;-) ) - and this history is stored persistently in a database...

Eines der Schlüsselfeatures von TRaceON wird die Persistenz sein. Während du das Spiel spielst, erschaffst du eine Geschichte ("Spuren" ;-) ) - und diese Geschichte wird persistent in einer Datenbank gespeichert...

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As promised, the long list of release notes for V0.88 of TRaceON...

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One of the major changes for the current version was a complete redesign of the networking...

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This is just a quick note. After redesigning and refactoring and completely turning the whole game upside down (in particular the whole networking part), I...

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Some people might consider me a little crazy - and I guess by all standards defined by the collective so-called society I am. And guess what: I couldn't care less. Let me give you an example...

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