Battle Bazaar Blog

Battle Bazaar.net Developer / Designer Blog

Site changes coming soon

clock December 6, 2011 16:30 by author DaveB

I wanted to talk about exactly what you can expect to see coming in the next few days.

First, users who currently have accounts (our staff members) will be receiving instructions out-of-band on how to connect up. Basic access will be available after OpenID authentication -- including making posts, working on tickets, etc. -- however administrative functions will require a second, hardware authentication mechanism. A number of mechanisms will be supported out of the gate, but I bought keys for us all. :) The keys will only be necessary in order to perform administrative functions, such as banning accounts, deleting posts or sending modules to the servers. You will, however, be able to opt-in to using the key for everything.

This will be in the form of an invitation, in order to test the invitations functionality, although I'm going to ask that people not invite tons of people just yet. :)

The first big change is going to be in URL's. Existing URLs will continue to work, and will redirect to the new pages -- however, the application is going to function more like GMail or Hotmail, where the application is basically a single HTML page and some scripts. When it needs to update itself, it's going to update the HTML -- versus reloading from the server. As a result, it will be highly interactive. The blogs and wiki will be modules.

There will be a tagging facility, which will be site-wide. Anything you can see, you can tag. You'll be able to create an RSS, ATOM or ActivityStream feed based off of any tag or tags, in order to watch all site activity related to those tags. Similarly, there will be a global, threaded comment facility that includes a "vote up" feature. Many items on the site will have a rating from 1 to 5 stars, as well. The blog will be expanded to support Youtube/Netflix style video streams from Amazon S3, Microsoft Azure and Cloud1. There will be an interactive messaging system -- which will also be accessible via XMPP, a standard instant messaging protocol. There will be API access to many parts of the system.

I've worked up a module that lets me create access control lists on properties in Mongo, so that I can produce filtered objects based on an OpenSocial ID -- a group or user. By default, properties are excluded, and are Owner/Staff view only. That means the owner of the item, and our on-duty staff can see them, but nobody else can. On a privacy screen, you can explicitly grant access to particular properties to groups -- including the "All Users" group and the "Entire Internet" group. The only fields required to be visible (that cannot be hidden) are the random object ID assigned to your record, and the display name.

We don't currently support most of OpenSocial, and probably never will. While I'm basing what I'm doing off of OpenSocial to a point, the way we are functioning is enough different that I don't want to try to implement their standard. For example, user records are always owner and staff only, and so having an OpenSocial endpoint for the user object would be rather futile. We have characters, which are kind of like OpenID people -- but it's not at all clear to me that it would be appropriate for a character to interact with other OpenSocial sites. More importantly and fundamentally, I am using jQuery templates instead of OpenSocial's Java-derived templates, and so I can't support OpenSocial modules in our container. However, I'm providing activity stream support -- among others -- in a fairly compatible way, because it is clear that being able to subscribe to a given character's activity stream might be useful.

Incidentally, the design is also such that all official NPCs in our current project and all future projects will get their own page, with a wall, info, etc. In some cases, game staff may respond on their behalf even. You never know.

There will be more coming in the next few days. Some of the concepts are based on what Microsoft is doing with Windows 8, and it should be the case that our site works quite nicely on Windows 8 devices. Our game will still work on older versions of Windows (as will the site), and I will be testing the game on Ubuntu and BSD as well. I am leaning strongly towards dropping Windows XP based on current timelines and when I expeect to get the thing out the door, but we'll see how it happens.

The important thing is this:

Part of the new site -- fundamentally -- is to let us start setting up game content in a format that the engine can already understand, with a convenient editing facility. The NPCs will have pages because that enables us to edit them, to make certain information public, and to have them interact with players inside and outside the game. One of the things that I want to push for, fundamentally different from other MMOs up there, is the concept that player actions influence the world.

To put it in Dungeons and Dragons sorts of terms...

The Orc Army may be attacking Greyhawk. If the players step up to the challenge, and fight the horde back -- it shouldn't show up again in ten minutes. While I really do like Rift's zone events, and do want to do some of the things they're doing (Ultima did them too) in terms of ongoing semi-dynamic content, the big thing that I want to do is make sure the game itself isn't static. That doesn't mean that there can be no static quests -- it doesn't mean that at all. It doesn't mean there can be no static instances or overworld areas. What it means is that in general, I would like the story to move along, and for there to be new things for newly created characters to do, over time.

Particularly, I want to focus on the feel of a character "fitting in" to the world, and contributing. One of the biggest issues that I have with some of the new games that are coming out is that the developers are giving lip-service to story, but then still piling newbies into an overland zone, where all 8000 of them get to be the first person in a thousand years to forge some weapon. We can have an overland zone with 8000 newbies, too -- that part isn't the problem. The problem is that the zones aren't designed, the stories aren't designed, for the reality of the fact that there are many, many players swarming around the zone.

If there are 20 players standing around newbie land, it is perfectly acceptable to have an army charge them at the gate -- to have them have to work through. I would argue, in fact, that's the ideal scenario if you're wanting to foster membership in player associations, if you're wanting to encourage roleplaying. It's just like having the skill chains be unlocked via trials, versus being unlocked via just levelling and paying some trainer. It is a much more personalized experience, it is a much more entertaining experience.

For example, what I'd like to do with some of the quests is similar to what some of the old hero background systems did (Mekton, CyberPunk had mini-versions of what I'm talking about, Heroes of Tomorrow was a book just about as thick that only did backgrounds), where there are interchangeable quest modules that get shuffled in at various points, to help keep the scenarios fresh, to help keep them enjoyable, to boost replay. The company that did Heroes of Tomorrow had these game decks (forget the name) that had plot elements, and you dealt cards out to the players at the start, and they played them to contribute to the plot in various ways -- it was kind of a "help you along on writing an adventure" sort of a thing. I want to be more like that, because players are going to spend dozens of hours a week (per player) playing the game, and are going to go through various parts of the content more than once.

While I've said I'm against rewarding players randomly -- against the great loot lottery -- on multiple occasions, and that I don't like randomness in combat (my opinion is that combat should be predictable, you should never lose just due to the random number generating deciding to have a run of low rolls), I'm very much for this idea of randomness in repetetive elements of the game. Having your fireball sometimes hit for 100 points and sometimes hit for 700 points isn't particularly fun, particularly if it is just random. Going into a dungeon, and not knowing what critters are going to spawn, etc. -- that part can be random, and if its done right, will greatly increase enjoyment of the game overall.

Which is my primary goal -- to create an enjoyable game, a fun game. There is no competition -- I don't aspire to be as huge as World of Warcraft or Rift, I don't believe we'll take on those major games and win. But I believe if we're a fun game, if people want to play it, that we don't have to compete with those bigger games to do it. All we need to do is to be the best game that we can be, to do things in the best way that we can, and most importantly to understand the users of MMO's and other games and to focus on being what they want, how they want.

I think once you have that -- the players, they'll come.



Site upgrade still in the works

clock August 8, 2011 14:58 by author DaveB

Been busy, haven't had the time to work on it, but we've had a couple more crashes and so this is moving up on the list a little.



Cloud Storage

clock October 21, 2010 13:20 by author DaveB

ServerBeach has added a cloud storage plan with better pricing than Azure (no per-transaction hit, just straight bandwidth), and so I've set that up as well.

http://www.peer1.com/hosting/cloudone-storage.php

The Cloud storage plan is $0.15/GB/mo for storage -- so a full, dual layer DVD for example would be around $15/mo.  Then there's a $0.10/GB transferred off network (to and from our web server is free).  The file system is also fully versioned.

Amazon and Microsoft are charging about that same fee, but also charge an additional per-transaction fee.  So this will work out better pricewise.  We may use Amazon as well, though, in that they'll seed bit-torrent and Peer1 won't. 

Added (with edit):

They're also doing servers like Amazon's EC2 as well, and that also appears to be at a better price point (and so we might well take advantage of that service as well).



Server Upgrade

clock October 21, 2010 13:18 by author DaveB

I am in the process of upgrading the leased server from Server Beach.  As a result, mail may take a little longer than usual to arrive in the mailboxes this weekend.  Nobody should miss any e-mail messages, and there shouldn't be any actual downtime.

The new server is a Quad Core with 4GB of ram, and so performance should be generally better across the board for everything hosted.  Additionally, our current network connection is 10M, and the new one is 100M and so you may see an increase in performance.  If you have any questions, give me a call.

I'm anticipating getting everything up this week, but we have four weeks paid up on the old server and so if anything isn't completely smooth, I'll just put it on hold a week. 



New Website - Just to pass it along

clock July 23, 2010 15:38 by author DaveB

I am making progress with the new website that handles registrations, player associations, etc.  Currently, I am accepting logins via OpenID from any provider that supports SSL/TLS on the channel between our web server and it (e.g. Yahoo, AOL, Google, MyOpenID, most others), as well as via Windows Cardspace.  A single account can have as many OpenID and CardSpace cards associated with it as the user wants, and the CardSpace stuff should magically disappear for users that don't support it.

Groups, including groups with start/end times (e.g. subscriptions) are fully functional, and I have activation codes approximately 10% done.  I hope to get those done this weekend, but may/may not get to it and it may have to wait until next week.

When I get it done, we'll need to re-establish the accounts.  I'm going to do that by e-mailing activation codes, and letting people who should have access enter the code and activate.

Note: there is also support for OAuth, and that is how I will be providing third party websites with access.  OAuth works similarly to Facebook applications, when an app wants to use information from us, it asks.  You go to your profile here, and you approve it.  Until it's approved here, the app gets nothing.  From a control panel here, on the account management screen, you can control the access -- including revoking it.  OAuth is an open standard, and there are multiple available implementations, and so it should work well for this application.

Note: I also have an XMPP server close as well.

Forgot your password?  Since we don't have passwords, that can be an issue -- so keep the account key around.  The account key and information on the account can be used to re-establish with a new OpenID or CardSpace provider, in order to reconnect to the account. 



Cleared out another batch of the spam.

clock July 7, 2010 15:51 by author DaveB

Cleared out another batch of the spam.  Yay!  Any real commentors can post again if i caught you by mistake.



Cleared the spam again

clock June 3, 2010 05:32 by author DaveB

Cleared out around 90 spam posts -- if yours wasn't spam, then reply to this one and I'll put it back.

Spammers are trolling now, that's probably a good tactic -- they probably think people will approve those comments and reply.  Still working on moving the blog, I'm making sure everything is in place first (note: the new one is excluding known bot nets, and will be using a different technique for nailing the spam that I'm hopeful will be more effective).

I've got some other information to pass along, but not tonight.



Move of Blog to Windows Azure

clock May 21, 2010 11:39 by author DaveB

As part of testing with Windows Azure, I will be moving the blog from Blog Engine to Azure sometime this week most likely.  I will be bringing the account management services up around the same time.



Blog Crashes

clock January 24, 2010 15:58 by author DaveB
The blog crashes the last few days have been caused by the referrers tracking; something is feeding some bad data to it, so I've taken that module offline.


Comment Filter

clock January 6, 2010 04:59 by author DaveB

Due to continued spamming after I enabled comment moderation, I've installed a plug in to check against a shared database.  We'll see if that cuts it down a bit.



Cleaned Up the Spam Comments, etc.

clock October 15, 2009 12:58 by author DaveB

I updated the blog software over the last couple days to the latest version of Blog Engine.  Because I’m still working on the OpenID stuff, it’s using SQL Server for a couple days.  Everyone’s logins should still work.

Because of the number of spam comments, I’ve enabled moderation on comments.



Minimum System Requirements (Tentative)

clock May 18, 2009 17:17 by author DaveB

Tentative update to Minimum System Requirements:

Intel ATOM 1.6Ghz or faster.

1GB RAM

Windows XP Home for Ultra Lowcost Computing

 800x600 min resolution (the specific device I am targetting is 1024x600).  16bit or 32bit color.

*** I believe that 1.6ghz is probably a reasonable target clock speed.  If we can run successfully lower than that, that's great, but I think that the target clock should be right around that anyway.  Like I said, I have a specific device in mind.

*** The invite still will be coming soon for the staff player association.  I'm testing things now, and will send it off as soon as I am sure that it is working.  Long term, the Wiki and blogs will have a visible change as well (authentication will be for all of BattleBazaar.net/BattleBazaar.com, and not for individual pages). 

 *** Part of the delay is that I want to make sure the web features as they stand are "working right."

* Launcher requires the "Install Software" permission on Windows.

* Patcher requires no permissions on Windows.

* Content updates do not require patching (at all).

* Launcher requires root to install for all users on Unix-like operating systems.

* Patcher requires a setuid process on Unix-like operating systems.



Lots of Fun

clock April 3, 2009 14:54 by author DaveB

I've updated the TLS certificates for BattleBazaar.net and BattleBazaar.com.  Sorry for taking so long, but just did the rekey and reinstall.  That means no more nasty warnings when viewing them about them being expired.

I am getting ready to post a beta version of the patcher and some other software.  Among other things, I'm experimenting with SIP (Session Initiation Protocol) which is what Sony is using for their voice chat, and what Microsoft uses in Exchange.  That would allow us to have voice chat without being "in the middle."  I'll update on that when I determine if it's something I want to go forward with or not.  SIP is the protocol used by most VOIP phones also, which makes it convenient to route to soft phones for support.  It's also used by most Internet PBX-equivalent phone systems.  It is almost certain that I will go that way in place of the XMPP support I had been working on, just because of the potential to support Voice in this way.

* Be aware: if you're on the development or staff mailing lists, you will be receiving a link soon.  That link will get you set up with the OpenID software on the server.  The invite will be on the TLS (HTTPS) site, and will be to the "GM-Developer" and/or "GM-Staff" player associations.  You should accept those invites, and fill out your profile as needed.  If you're using Yahoo's OpenID provider, they will not provide profile information.  If you are using MyOpenID.com, they'll ask you what fields you want to share and you should mark them.



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