Q:
Can you tell us a few words about your "game"?
A:
I have worked on several hobby 'game' projects through the years. However,
my current project 'Digizens' is not a game at all but a subscription based
online chat community. A customer will pay a yearly subscription to maintain
an account. Each account will come with a virtual house and car in a virtual
neighborhood. Subscribers can interact with other Digizens in many different
areas using a variety of avatars. There will be parks, restaurants, nightclubs,
churches, and just about anywhere else you would normally go in your real
life.
Q:
Are we talking about a unique "game" concept here?
A:
No, it is not a unique game concept as it is not a game but I guess it
could be considered a unique way to use a state of the art game engine.
I use to play online with a Quake clan way back when and every now and
then we would just stop playing and start chatting. That is where I first
got the idea of developing a 3D chat community using gaming client/server
technology. I then discovered Activeworlds, Blaxxun, and a few other companies
in the business of virtual chat worlds. That is how the idea of Digizens
was born.
Q:
How big (in quants) are the levels in Digizens?
A:
The largest the levels can get is 50000 square quants. Anything bigger
then this and I run into Z buffer limitations of various video cards that
I want to support.
Q:
I'm sure that you have tested the game over a network; are you happy with
the results you've got so far?
A:
Yes, I am very happy with the amount of control I have on the byte traffic
to and from the server. Also, using the DX7, and soon to be DX8, Microsoft
standard means A5 has a very robust industry standard multi-user network
capability. My only outstanding issue is the fact the server currently
controls entity animations.
Q:
Can you estimate the number of players that will be able to connect to
a session?
A:
I haven't entered beta testing yet but I don't see a problem with a minimum
of 50 client connections to any given server.
Q:
What kind of PC will be needed in order to play Digizens?
A:
My minimum spec test computer I am using now is a PII 600MHZ, 128MB RAM,
16MB Voodoo 3000, Win98. Knock off 64MB RAM and 100MHZ on the cpu and that
will be about the minimum spec machine.
Q:
What problems did you run into during the development?
A:
I had some issues with bandwidth usage between the client and server. Part
of the problem was my lack of understanding of multi-user coding and part
of the problem was the way the A5 multi-user protocol works. I have since
become much more proficient in coding multi-user applications. The excellent
technical support provided by Conitec and JCL has addressed some issues
regarding the multi-user protocol.
Q:
What features would you like to see implemented in the near future?
A:
True native industry standard database support. I know the SDK is available
to do this type of implementation but I generally work in the world of
C-Script and would find it highly beneficial to be able to tie into a SQL
database via a DAO/ODBC data source. Honestly I think this is a must have
if 3DGS is going to be marketed as a solution for persistent online worlds.
Hint, hint....
Q:
Do you have a few multiplayer - related tips for us?
A:
The way I learned to code multi-user applications is by examining the template
scripts. I ripped through them step by step in order to figure out how
to do things. Keep an open mind though since multi-user coding is very
different than single user coding.
OK,
a few tips; It is very important to know if a script is running on the
server or the client since a script can be made to run on either one. Also,
be very careful when running the server in client/server mode. Since scripts
can be set to run on either the client or the server things may appear
to be working when the server is also acting like a client. It is best
to test using a dedicated server every now and then.
Thank
you a lot, James.