PHP, Zend Framework and Other Crazy Stuff
A QS Evolved progress check…
Quick review for the unaware. Quantum Star SE is a browser based space strategy game written in PHP I’ve been working on in jumps and starts for a while. Back in September I got around to revisiting the project and started rebuilding it from the base up using a reusable framework I helper create called Partholan. QS is a fork from the much older Solar Empire project. I forked since maintaining Solar Empire and getting anything done was nearly impossible due to poor design, the absence of security, and a reliance on spaghetti procedural style code.
Having released QS Evolved 0.18 and picking up several minor bugs… Nothing major reported as yet except for a failed schema install I can’t replicate. Hopefully someone can find out how to replicate it and debug it. One other minor bug was a missing directory, and a template path mishap causing the installer to load the wrong header html hence the wrong CSS file (still scratching my head over that one).
Since the release I’ve updated the database for the game and module tables and regenerated all the TransferObjects. This brings the basic nuts and bolts of the Data Access layer back up to date. I’ve since completed character creation, fixed a minor DAO bug which failed to correctly report failed SQL queries, and redrafted the Universe Generator class.
With these basic in place I should have Star System game pages available and loading along with the normal run of the mill navigation system for Fleets finished. Not sure where I’ll move after this (it’s maybe two days away). I’m thinking to add at the very least Homeworlds (specialised Planet instances) with a Shipyard and several ships available for purchase. That’ll round off Character Creation, Star Systems, Navigation and Ship Purchasing for a nice base test release (got to keep the testing coming in consistently).
From there its only a matter of a few hours slogging to have Resources and Mining ready. Ports I’ll peek at but I want to have some time to think over how Ports will work. At a minimum Port should act as trading depots for Resources and Components. The key here is Trading – I may skip this one for the moment and return to it but Trading is a definite addition. The lack of massive Resource counts and prices make Trading a more viable (and less expontntially dangerous) feature in QS Evolved.
A few ideas have popped up on the forums in other areas. Hades has made an intriguing suggestion of allowing destroyed ships spawn Components as salvageable remains. Never considered this, but the separation of content from the game engine in QSE makes this quite an easy behaviour – all Ships even keep a serialised array of all installed Component IDs for easy reference. Its great to see the game’s flexibility making such out of the blue suggestions possible with little effort.
Still there’s a lot of game elements I need to code for before worrying about content all the shop, trading, combat and facility features need to be coded into the game engine along with the more detailed Ship and Planet Models. Hopefully as all this progress builds up I’ll see more developers chip in to add bits and pieces. It’s certainly easy enough to do basics…
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| Print article | This entry was posted by Pádraic Brady on February 23, 2006 at 9:33 pm, and is filed under Uncategorized. Follow any responses to this post through RSS 2.0. You can leave a response or trackback from your own site. |
