mitmachen! anmelden   Suchen
RaMtiGA - Raising a Middleworld to its Golden Age
RaMtiGA - Raising a Middleworld to its Golden Age: Blog
Autor: Jashan Chittesh erstellt am: 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.

Whew - time is just passing too fast. So, I was all enthusiastic that Traces of Illumination is working fine on mobile devices from the performance perspective but there was a little caveat: The GUI I had created just doesn't work for mobile devices ... so here's the full story ...

Read More »

The mobile versions of Traces of Illumination are coming along quite nicely. Currently, I'm doing some optimizations for the Sony Ericsson Xperia Play which has a real game controller perfectly suitable for my game. My iPad 2 testing device should arrive tomorrow - but today, I'd like to talk about the Amazon Appstore for Android and why Traces of Illumination won't go there.

Read More »

Now that was a really amazing coincidence: I was playing Traces of Illumination on my iPad while waiting for the very first build for Google Android - and this time, I completed Level 03 in single player mode ...

Read More »

I thought I'd quickly post some results of tests with my iOS builds that I first created yesterday. I'm pretty amazed how well this is working giving that this is the very first time I put Traces of Illumination on mobile devices, and when I first started developing the game, I hadn't considered ...

Read More »

Diversity in Creativity - music, audio-design, modelling, texturing, gui-design, story-design ... oh wait ... read for yourself ...

Read More »

This morning, I showed a friend the new iPad version of Traces of Illumination, and he mentioned that Bullet Time kind of had not so nice associations. Well, it does have pretty nice associations with ...

Read More »

And, surprisingly, it just runs. It doesn't run particularly great (in the startup screen, I get 3 FPS, haha) - but in the actual game, I'm getting around 20FPS which, given that this hasn't really been optimized, yet is quite amazing IMHO. Funny enough, I'm even getting the water effect ...

Read More »

I'm still in the process of optimizing the level geometries, in particular apples and power ups. And guess what (revolutionary truth on this channel): Profiling pays really really well. Like, it's common knowledge that in Unity, it's a good idea to cache any of the convenience properties (which misleadingly look like variables) like ...

Read More »

I already started optimizing the levels in previous releases but V1.1.2 has a main focus on optimizations, so now I'm really doing the best I can (at this moment, this will change as I'm learning). While Level 01 - The Square was really trivial to optimize, and Level 03 - The Cube was pretty easy, Level 02 - Plus Ceiling had a somewhat more complex geometry and took me ...

Read More »

The networking part in the V1.1.2 release is now pretty much done. I've done a lot of testing and fixed quite a lot of issues, some of which ...

Read More »

This is to keep you updated on progress on Traces of Illumination V1.1.2. This release is focussed on two major areas: Performance optimization and minor fixes in the area of networking to be able to ...

Read More »

V1.1.1, while being a "minor release" comes with a pretty long list of changes, some of which are really significant. You can always see the current list of changes in thedownload page - but here, for the history, the full list ...

Read More »

I've completed the "tasks" I had planned for V1.1.1 and deployed the version the first time late this evening. Unfortunately, there were quite a few issues that didn't go too well with this release ...

Read More »

Today, after an incredible New Year's Eve (went to bed at 06:30 after a great party and a very awesome "night", got up at 11:30 and finally got home around 3pm), I'm heading towards releasing V1.1.1 of Traces of Illumination.

Read More »

Design of the Awards-System started almost a year ago, Feb 14th 2010 - and now a first version is finally online. While many of the awards cannot really be earned, yet, the list of awards should already give you a pretty good idea of what's to come when Traces of Illumination is finally finished.

Read More »

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 ...

Read More »

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 ...

Read More »

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.

Read More »

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?

Read More »

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 ...

Read More »

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 ...

Read More »

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.

Read More »

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 ...

Read More »

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).

Read More »

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 ...

Read More »

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 ...

Read More »

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

Read More »

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:

Read More »

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.

Read More »

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!

Read More »

 
Copyright 2008-2009 by Jashan Chittesh   Nutzungsbedingungen   Datenschutzerklärung