I have been holding off on posting this for quite some time, mainly due to whenever I do post something i get bombarded with requests. As some of you might know I live in Asia now for work so I am on an 8 hour time difference so handling constant requests is a nightmare, and is why you don't see me around much.
Anyway, last Christmas on my trip home to the UK to visit, I had a 13 hour flight ahead of me, which got delayed in Dubai for a day, bored I had an idea based on something else I was working on, that was to create a new Mir2 to keep the core dynamics that make the game but to make everything else more flexible and plugin capable without much development, it is what is called an Entity Component System.
So i broke out my laptop and started developing to see if it could work, first breaking down all of mir into manageable high level components, then further breaking down into lower level components, this is no easy task and to be honest with a 24hr wait in an airport, i probably would never have done something this boring and intensive, but I did, here is the high level components.
Now what the hell are these? These a decoupled and have no dependency on the core of the game, they work independently of themselves, and an Actor such as a monster, subscribes to components and just works (with a bit of magic).
What is the point of this? Simple decoupling the game and dependencies means code is simpler and less buggy etc. But, allows users to easily code custom plugins simply by creating and dynamically loading new components.
Now what about the game, I will be developing the game up to standard mir, with everything as default, including core gameplay etc. Everything will be centrally managed on the new web admin platform, from here you can manage EVERYTHING for your server even from your phone, and yes this will include map editing online.
There will be no more SQL it uses NO-SQL document database, here is a sample of the structure for maps.
Now lastly, I don't have any time frames on this, I have developed all the core game play and systems, now I move on to the rest, and build the entire platform. I am open to ideas and suggestions just don't bombard me with silly requests like "send me files pls". I wont release the files till I am ready, I am aiming for March next year tentatively, I am happy to give people access to my server to play around and report bugs they find.
I want to bring mir into the new century, and provide a way for all of your to manage and build much more flexible content and servers without reliance on developers, I am not doing this for money, these files will be free to do with as you please.
Here is a few things I would love to also do if anyone wants to help on the side.
Thanks, look forward to everyone's feedback and ideas.
Tentative Name: SodaMir2, just because I was drinking a can of Irn Bru at the time
Anyway, last Christmas on my trip home to the UK to visit, I had a 13 hour flight ahead of me, which got delayed in Dubai for a day, bored I had an idea based on something else I was working on, that was to create a new Mir2 to keep the core dynamics that make the game but to make everything else more flexible and plugin capable without much development, it is what is called an Entity Component System.
So i broke out my laptop and started developing to see if it could work, first breaking down all of mir into manageable high level components, then further breaking down into lower level components, this is no easy task and to be honest with a 24hr wait in an airport, i probably would never have done something this boring and intensive, but I did, here is the high level components.
Now what the hell are these? These a decoupled and have no dependency on the core of the game, they work independently of themselves, and an Actor such as a monster, subscribes to components and just works (with a bit of magic).
What is the point of this? Simple decoupling the game and dependencies means code is simpler and less buggy etc. But, allows users to easily code custom plugins simply by creating and dynamically loading new components.
Now what about the game, I will be developing the game up to standard mir, with everything as default, including core gameplay etc. Everything will be centrally managed on the new web admin platform, from here you can manage EVERYTHING for your server even from your phone, and yes this will include map editing online.
There will be no more SQL it uses NO-SQL document database, here is a sample of the structure for maps.
Now lastly, I don't have any time frames on this, I have developed all the core game play and systems, now I move on to the rest, and build the entire platform. I am open to ideas and suggestions just don't bombard me with silly requests like "send me files pls". I wont release the files till I am ready, I am aiming for March next year tentatively, I am happy to give people access to my server to play around and report bugs they find.
I want to bring mir into the new century, and provide a way for all of your to manage and build much more flexible content and servers without reliance on developers, I am not doing this for money, these files will be free to do with as you please.
Here is a few things I would love to also do if anyone wants to help on the side.
- Graphics uplift (would be amazing to recreate all the imaging to 32bit vectors, unlikely though)
- New sounds
Thanks, look forward to everyone's feedback and ideas.
Tentative Name: SodaMir2, just because I was drinking a can of Irn Bru at the time