The server side is in good shape; ie: given direct feeding of orders into the DB via command line, a game is playable. It needs a lot more security added and a tonne of cleanup, as I hacked it together quickly, but it works quite well.
The client I've restarted a few times, and then got derailed by shipping the Pandora - the last what 3 weeks or so have been forum-ridden andswering questions and doing patches and all that
Right now I've got a 3-4 week period where I'm mostly not near a computer (full time babysitting mode!), so I'm using that to settle down and get my energy back, and then in 3-4 weeks it'll be full speed back on the client side.
I had meditates back and forth a lot on how best to approach the client; ie: this sort of thing could be done heavy fancy opengl 3d graphics (show a star map, let it rotate around as you look around and zoom in towrds star systems...) -- but thats a _huge_ amount of work and graphics to pull off; I think for 'first cut' I'll go with a really laid back old school "vga planets" style boring average Windows app look and feel - regular old UI buttons and a 2d graph-paper looking map. ie: Go for somethign rudimentary - as in fast to code and playable - and then get the game out to be played and start working out the kinks. ie: work out design kinks, find out what client parts the players need improved (better messanging? new orders to support certain strategies? more convenience/shortcuts to make tedious actions easier?)
Then down the road, once the game is playable and ugly, switch gears towards a fancy client?
I'm not sure if this is the approach I'll move in, but it seems reasonable given my time constraints.
Still, server is working pretty well -- I can start up a few games, put players in them, thery can build ships and attack each other and burn eqach others worlds to the ground, and it all works
I guess therws lots of tweaking yet -- you can't just make a random starmap and have it be fair or fun, so I've started some balancing code, and need to think it over; ie: given the sorts of play I can expect -- zergers, techers, etc, can figure out the first few moves on average for each scenario; in those moves, you don't want to accidentally steam roller players, so you have a certain minimum distance between players; likewise, you don't want the distance too great (yawn! and too large when they do collide, you want friction early) .. likewise, the types of planets in the atrea must be more or less fairly distributed so one guy doesn't get a massive resource bonus (unless perhaps he's a new player....)
Stuff like that is not really codified in the game play, its the game _Setup_, which is a separate topic; anyway, the game is moving, but it is lartger than I had anticipated
jeff
And we're only taling '1.0 features'; I've got a whole set of plans for down the road improvements; very simplified combat rules and such for 1.0