Evolution of Phoenix
Unlike many online games, Phoenix’s origins make it surprisingly complicated. For a typical online game there is effectively a server that runs the game. Players log into this either through websites or an installed interface. Data transfers between the two locations updating the game in real time. Changes can be instantly relayed to other players as soon as they occur if this is required. Phoenix however does not work in real-time. Its game engine is off-line and therefore everything to do with the game has to be shunted through the internet in both directions. This has advantages and drawbacks. The primary advantages are that we have the program and data off-line, there is no direct access to it while normally playing the game making the data secure and allowing for moderation on non-live data. The primary drawback however is the convoluted way data has to be shared. It can also be confusing to new players that submit orders for their positions then have to wait until they are downloaded, processed and the results uploaded. In a world dominated by instant gratification gaming the concept of waiting (other than for people to log in so that a raid can start) is almost alien.
So, how did this set-up occur?
Phoenix started out as a Play-by-Email game that has organically grown to be primarily an online game. So with that said, let’s take a look at how it started.
Way back, we were looking to completely reprogram Beyond the Stellar Empire (a play-be-mail game that had been upgraded to play-by-email) from the ground up because nearly a decade of ever expanding qbasic code had meant that many of the modules would no longer compile. Added to this, the whole structure was beginning to bulge at the seams as data allocation within files had long since maxed out in many cases.
I will not go into the philosophy behind the changes, suffice to say that we worked on a completely new game into which the old data could be parsed.
Initially Phoenix comprised of two components, one at our (KJC’s) end called the Game Editor and one at the player end with which to generate orders for their positions, pragmatically called the Order Editor.
This allowed player to add positions to a database and give them a type, i.e. ship, starbase etc. The type defined which orders could be issued. After orders had been created for the various positions, they could be saved as a file. This file could be attached to an email and sent to the phoenix email address.
This consisted of a single program that would check a specified email account, download everything and parse data out of the emails. These would then be processed in a two part run – maintenance for positions that needed weekly adjustments or in the main run for everything else. After this battles (initially space only) would be run. Next was the attach-manifest stage then running the email program to send everything out.
This sufficed for around three years while we completed other necessary upgrades including adding ground combat and squadrons. The full list of modifications, tweaks and updates is now lost in the mists of time though may still exist somewhere on the internet.
The website however was pretty much nothing more than a few largely static pages with an off-the shelf forum bolted on for rules discussion. It had a minor amount of game data. This data was simply dumped into a few tables through which players could access commonly known system maps and restricted ones if they had the password and look at a list of common items and markets. It also includes a simple area for viewing subspace static. It came in two sizes for differing monitors (as 15” screen was not that uncommon a decade ago). Back then, virtually all roleplaying was conducted via mailing lists.
In 2004 an online order editor was added. This necessitated the first serious venture into uploading data to a website. The editor can still be found supporting KJC’s other games.
For a few years this sufficed while the main game engine was improved.
What initially started out as a challenge quickly escalated into an internal compiler. This allowed for the writing of ‘soft’ code. This is code that remains uncompiled at the time of running the game. The purpose of this was to allow for the writing of simple customised orders that would be useful in a few situations but had no obvious time critical aspect, i.e. because they were used infrequently, they could take longer to process than more heavily used orders without significantly adding to the processing time for a run.
Around 2006 I showed Darak an online forum style gaming site and we discussed how the site drew players in, bringing them together but also giving ex-players somewhere where they could catch up on stuff. More importantly, from Darak’s view, integrating order editors, maps, forums and even affiliation libraries would give the game a solidly professional appearance. Over the next couple of years, while still dealing with various other game improvements, Darak worked on this vision. My personal contribution was massive – taking the form of demands, suggestions and generally adding to his workload.
At the beginning of 2008, Nexus, the new website was launched and has been added to ever since. What started off as data, forums, libraries and a basic order editor, evolved to include turns, ship editor, voting, much more besides. I will not go into details about Nexus because simply wandering through the various locations will give you an idea of the sheer scale of this site. There is probably more to Nexus than there is to quite a few web-based online games.
At this point, signing up to the game was still very much a case of registering with Nexus and the next day getting a position on the next day – effectively little different from the initial submitting a new start request from the original downloaded order editor. To seriously improve this would require something we had been toying with for some years, a fully integrated mission editor. Of course this wasn’t purely for signing up, but this was the first task it had to deal with.
The design required the development of online functions to deal with data that would change as players selected options (like a typical online game), though it had to also know what options were available based on off-line data that it had absolutely no access to. Essentially options and option results had to be included in uploads. Further, the missions required the code to do things it never needed to before, things like continuously checking if criteria had been resolved so as to trigger next steps in sequences (still working on a few of these).
For example, collect some alcohol and land on such a planet to present it to local farmers seems straightforward enough. When the ship lands it checks whether the cargo has alcohol and if it does, all the mission to move onto the next step, if it doesn’t, do not move the mission on. The complication comes in when, after landing without alcohol, another ship lands and delivers alcohol to the first ship. The first ship has been passive since landing, so there has been nothing to trigger the mission to move on.
There is a bewildering list of similar events and situations that will require ever more convoluted methods of resolving.
The actual mission editor is to some degree very similar to Nexus in appearance as it is an interface through which we connect to an off-line database. This allows us to create missions and modify them, creating a spider’s web of pathways through the mission, broken down into steps each with its list of requirements, trigger points and effects, along with descriptions appropriate to the step. Supporting this is a function editor. This uses the same compiler built into Phoenix but extends beyond to dealing with online functions required to run the missions on the Nexus side of the game.
Finally, the most recent change to the game has been to split the run into two, removing the special action and Game Master intensive part of the run from the main run. For this to be successful the internal email client had to be removed from the game (actually, the code was copied to a new external client). This allowed the GM to access the game and modify positions while their turns are being uploaded and emailed.
Here and Now
Phoenix now stands with well over a hundred mysql tables, some with more than twenty fields. These are support data and fast find files for the text data which extends to thousands of data requirements most of which require the loading of the specific file. If this was not enough, there are even customisable data fields within the data files that allows for the storing of fluid data fields, allowing for the interpretation of unique data rather than having to add fields throughout the game each time a new concept is added. It was through this that officer data, unique ships and civilian markets became possible.
Why would we stop here? Our main ambition now is to streamline the game, make it more intuitive to play. Replace some features that have occurred through its organic growth with better defined ones or simplify some concepts. Along with this is to add depth across the game. Concepts such as religion, species and civilian interaction will all be looked at. This is not to add greater complexity, but rather allow players to become ever more involved in the areas of the game that interest them.
Star Date: 221.3.3
Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.
Artist's impression of a Meklanised Wimble
However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:
â€śWe have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.â€ť
Doomsday On Pause
At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her shipâ€™s sensor array, led her hardened crew into a dive of the outermost â€śedgeâ€ť of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.
Star Date: 220.50.5
Veil Lifted on Flagritz Home Space
As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.
Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemyâ€™s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.
Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.
Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.
When You stare into the Flagritz Periphery...
Thete's Timey-Wimey Tease
Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nationâ€™s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DENâ€™s most advanced scientific laboratories for analysis.
What they found will shock you!
Star Date: 220.45.1
Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.
Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.
Mathematical model of Hellcadium ISR Field.
We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."
Valhalla Stargate Reopens
Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargateâ€™s orbit.
*** Inter Galactic News ***
Empire - DEN action grinds to a halt
After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
|News For Discerning Naplians!
---- Special Galactic Edition ----
(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )
Good Greetings, and welcome to the show.
This is News for Discerning Naplians, and iâ€™m sure you are all showing much impatience to see this weekâ€™s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...
(Looks demonstratively at his digital wrist watch. )
... it is time for a word from our sponsor.
|******Empire Syndicated News Network (ESNN) ******
Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our new home in the Heartland,
And so with the news from the last few weeks,
*** Inter Galactic News ***
DEN assault FEL base and get wiped out
CIA Trade fleet caught and destroyed by the DEN
Krell denounce worship of the True One
***** Inter Galactic News *****
Huge fleet skirmish at the London/Crossley wormhole
A large fleet of over 700 DEN warships responded to the EMP action in Crossley, where a 4000 hull DEN platform was destroyed. Reports show the DEN ships caught a group of CIA ships napping and inflicted significant losses on the humans. IMP and GTT fleets moved to assist the CIA, matching DEN fleet numbers, but the arrival of over 1200 Hexamon ships seems to have tipped the battle in favour of the DEN-HEX alliance.
The combined DEN-HEX force pushed through the wormhole into the Heartland area of human space and retaliated, attacking several CIA platforms in response. The outnumbered Empire fleets abandoned the area and fled, they are currently waiting for the larger alien force to make their next move from their hiding places.
***** Inter Galactic News *****
Admiral Lord Simms killed after a long and distinguished service to the Empire.
The Imperial Services have intercepted and serious damaged several DEN ships on the way to the Empireâ€™s home systems. Unfortunately during the action Admiral Lord Simms was injured and reports from the Viceroy indicate he has passed away, fighting the enemies of the Empire like any true Imperial Officer.
The Viceroy has stated that the officers and crew of the DEN ships have been captured and are now awaiting trial at a secret IMP base.
DEN continue to strike at the Empire
Reports are coming in of multiple engagements between the Empire and the Dewiek Elder Nation over the last week. With several battles taking out Empire ships in the Heartland of the CIA.
AFT turn to piracy
The Association of Free Traders have, after a long history of neutrality, turned to piracy this week. AFT Drake boarded an IND ship in the Halo periphery, killing several of the crew in the process.
Independent trader Jarlebanke Langhofdi immediately took to the public communication channel demanding an answer to why supposedly peaceful traders had killed his crew and taken his ship.
The AFT remain silent over the attack.
***** Inter Galactic News *****
Combat Special Edition
Since the DEN started shooting at those lovable FEL fluffballs things have certainly been heating up. So we through it would be prudent to bring you, gentle beings of the peripheries, a special edition in order to keep you updated with all the latest action in regards to who the DEN are shooting and who is shooting them.
Felini strike back at Dewiek
Reports have come in of the FEL striking back at the DEN in the Kallisan system. A huge FEL force supported by the IMP and CIA assaulted DEN positions taking both the platform and base called Lucien. There was much rejoicing in the FEL camp as the Felini proved they were not such lovable fluffballs after all!
GTT get sucked into the war
A passing fleet of GTT warships got caught in the fighting and this saw the GTT enter the war. When asked about this CEO Fox pointed out they are not warships at all, they are trade defence ships. So how they came to be in the DEN system of Kallisan is a mystery to us. But the GTT CEO was clear that they only engaged using support and defend orders to protect allies. Needless to say, the CEO commented â€śWe found ourselves on the Dewiek Nationâ€™s enemy lists pretty soon after.â€ť
Dewiek Nation attacks GTT positions in Orion Spur, breaking DOM system rules
A fleet of DEN warships has engaged and destroyed a significant number of GTT cargo ships and escorts in the DOM system Monument. The GTT immediately took to the public channels to ask why the DOM were not doing something. In reply the DOM issued a statement to stop, which the DEN ignored.
The DEN newssheet "The HOWL" published a completely unbiased review of the attack shortly after.
DOM make a choice
After the above incident and then further raiding by the DEN, taking out a few GTT cargo ships in the DOM system of Coptuv, the DOM seemed to have been faced with a choice of stopping drinking their tea and doing something or just hoping it would go away. Instead they seem to have decided to abandon the whole idea of being an active affiliation and we have since folded. The lengths some people will go to not to have their elevenses disturbed is truly staggering. We asked the DOM for a statement on their new system rules to share with our readers but have received no replies.
DOM positions share out
Just as we were going to press news has come in of various DOM assets being given to other affiliations or sold. Hopefully we will have more on this story in the next issue of your favorite factual newsheet. Yes, that's us at the SSS.
*** Affiliations ***
AFT Association of Free Traders (54) - Marion Tweedy
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - Urd
DOM Dominion (57) â€“ we believe the DOM are now inactive
FCN Falconian Republic (70) - Bacran
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GRC Gracians (13) - HG1
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - Ando
IMP Imperial Services (51) - Jack Jones
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) - Listens
MIC Mohache Independent Commune (76) - Sleeps with Dragons
NLF Naplian Liberation Front (38) - NLFHQ
RIP Regularly Involved in Piracy - Githyanki
RRH Roy Robert Holdings (39) - Roy Roberts
SMS Stellar Mining and Smelting (53) - MikhailM
USN Ulian Stellar Nation (34) - Oeipus Prime
WMB Wimble Nations (25) - zz
* Leader MAY be inactive, affiliation may be active
** Affiliation has no leader but this is the only known contact
NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, BHD, COD, HVE, IDC, RIP, RCF, SKW, TAG
*** Submission ***
By private message to The Editor or via Mica if you prefer to remain anonymous.