You can use text, and I actually do for some things, but the great bulk of the data that is sent from the server to the client is done using a binary protocol. Chris Taylor the lead designer on games such as Dungeon Siege. Total Annihilation and Supreme Commander 1& 2, the co-founder of Gas Powered Games. Chris – This definition has shifted a bit, but to recap, originally it was the graphics and the trajectories, but with the addition of 3D units, it will likely also mean that I will add the 3D trajectories as well. There were also many different combat units to choose from with varying trade-offs, and not a simplified rock paper scissors counter system where unit x always beats unit y, so you need unit z to beat unit x. I guess I know nothing aside from the name of your next game, and a guess that the genre is an RTS in space. This shorter mode of play makes it almost impossible to use a persistent model (but is possible at the meta level for things that don’t upset play balance). In an interview at the GamesBeat Summit in 2019, Chris Taylor revealed Kanoogi and waxes lyrical about his plans for Intergalactic Space Empire. Question: Is IGSE based around what’s pretty much your RTS formula (Base building, large battles, TA economy, etc)? Question: How do you plan on generating income from the game? In fact, not only has WebGL penetrated 100% but WebGL 2.0 is not far behind. In this update he answers some questions and gives his insight into the decision to go indie and start Kanoogi. Big advancements came when Google developed the V8 engine and took it from a quaint utility language, to one of the most popular web languages used in the world today. I need to get a forum up and running before the beta launches so we can all discuss this kind of thing together as a group. Question: Regarding the idea of salvaging tech upgrades, will these be permanent upgrades or something you have to do each time you play a session? The possibilities branch out from there, as they might scout enemy positions, collect resources or manage the base. He says, “It’s truly intergalactic. This is a bit of a walk through of some of the key components that the client uses, and what makes the game and platform possible. The only catch is, I won’t be able to support this until I get the core game up and running. IGSE will start with core gameplay and build up. Probably one of the most important things added to a browser to support game development. Second of all, I like to know how things work. I tried to make it about just ships (or units) but it went sideways on me last fall, and I broke down and shifted to a more traditional model of gameplay for a shorter and more controlled game experience that included isometric 3D units on asteroids (for base building mostly). As Taylor says, “We’re at a point now where more graphics textures don’t make a better game.” Graphics puts a shine on a game but they do not make it great. Chris Taylor Founder/CEO ay Kanoogi Inc “ Simply put, Brett is an exceptional game designer. GamesBeat Summit 2019 -- An interview with Chris Taylor on Kanoogi and pottery - Duration: 7:09. In an interview at the GamesBeat Summit in 2019, Chris Taylor revealed Kanoogi and waxes lyrical about his plans for Intergalactic Space Empire. Like will there be some way that I can upload my own unit pack and create a game instance using this data opposed to (or in conjunction with) the regular units? In May 2019 Chris Taylor posted the first ever Kanoogi and Intergalactic Space Empire game and platform update. I’m holding out that the bigger, truly Intergalactic, part of the game will come later on, as that crazier and truly epic, universe scale game requires a lot more development resources. He says, “It’s truly intergalactic. At GamesBeat Summit 2019, veteran game designer Chris Taylor unveiled his new company, Kanoogi. This website does not claim any right to the trademark. Will Intergalactic Space Empire be supported on my monitor, or other bizarre resolutions or refresh rates? You can read all updates here: https://main.kanoogi.com/updates.html Question: Regarding the idea of salvaging tech upgrades, will these be permanent upgrades or something you have to do …, Here is the tech update from January 2020. So ya, as part of this project, I am not only writing the game engine, a cloud platform and rendering client, I’m also authoring my own website by hand (no web building software used, that’s why it’s pretty basic), and managing my own beta signup and email management system. At present I use a package called Howler. I want to hear all the ideas and have a healthy discussion about the right approach. Because networks are so good at sending data reliably these days, failed packet transfers are less likely, making the underlying requirement of resending data a non issue.. I’ve never liked loading bars! You might ask me, why am I doing all of that? Let’s talk about graphics for a minute. There are multiple galaxies you can travel between.” Sign up for the beta here: https://main.kanoogi.com/signup.html. This update is not only long overdue, it’s going to take a bit of a different format. Chris – For the shorter game mode, Rock War, I’ve made the hard decision that the game follows more of standard RTS approach, like most are familiar with in TA and SupCom. Watch the full interview with Dean Takahashi below: In the final part of the June 2020 update Taylor answer questions about modding Intergalactic Space Empire and discusses the first sub-game for IGSE entitled Rock War. This is yet another game changing part of building games this way. The other idea is, the game could still load really fast, by using the original vector graphics, and then over time, asynchronously load in the more graphically detailed models. That’s some temporal shiznoodle right there! Chris – The roots of IGSE are RTS all the way. In the June 2020 update Taylor talks about the struggles of being an indiedev, graphics, emails and finishes with a Q&A. As time went on, I switched to polygons, and then to an extruded 3D, and then felt that it wasn’t enough. And while that is happening, try to stay focused on my own mission to build this game and platform. He says, “It’s truly intergalactic. The user has already spent some time building the ship and his friend has just started. Chris Taylor Reveals Intergalactic Space Empire and Kanoogi Platform [Apr 25, 2019, 08:46 am ET] – 16 Comments VentureBeat has first details on Intergalactic Space Empire , a new indie game being created as a solo project from Chris Taylor, the ex-CEO of Gas Powered Games. For example, as a reliable transport protocol would have been more problematic when a network failed to get a packet through on a first try, and then delayed future traffic with retries. Chris – Because I’m writing the code by myself, I won’t likely be able to support modding at the beginning, but the potential for doing modding in the future, far exceeds anything that my previous games had done. Though there are many ways to approach WebGL via the use of libraries and middleware, I chose to implement my own code that sits right on the browser API, and this has given me 100 percent control over the results. The potential for modding will be nearly unlimited. Compare that to Google Stadia’s 20Mbps requirement… not even in the same ballpark. This is a bit of a walk through of some of the key components that …, "Chris Taylor reveals Kanoogi cloud gaming platform and Intergalactic Space Empire RTS", "Kanoogi Update #5 – June 2020 (part two – Q&A)", "Kanoogi Update #5 – June 2020 (part one – graphics and email)", "Kanoogi Update #4 – January 2020 (part three – Q&A)", "Kanoogi Update #4 – January 2020 (part two – tech)", Chris Taylor reveals Kanoogi cloud gaming platform and Intergalactic Space Empire RTS, Kanoogi Update #5 – June 2020 (part two – Q&A), Kanoogi Update #5 – June 2020 (part one – graphics and email), Kanoogi Update #4 – January 2020 (part three – Q&A), Kanoogi Update #4 – January 2020 (part two – tech). Above: Chris Taylor of Kanoogi gave Dean Takaahshi this bowl. The costs to run Kanoogi should be pretty low, but I won’t know how low, until after I’ve had it operating for a number of months and have some metrics to study. You can read all updates here: https://main.kanoogi.com/updates.html Question: One question I do have is that with TA and SC much of the game logic was generic/parameterized which allowed for …, In the June 2020 update Taylor talks about the struggles of being an indiedev, graphics, emails and finishes with a Q&A. I went to solid geometry, and then isometric 3D, and now I’m adding lighting and other advanced forms of shader rendering, so it continues to evolve. If there’s demand, I’ll continue to develop on the larger scale game as well… and things will truly get Intergalactic! I started out with the idea that it would be really cool to make a game with a complex backend simulation but rendered with highly simplified graphics… like the vector graphics used in the early arcade games like Battlezone and Asteroids. My guess is that I will start making a transition to this in the next year, but I wanted to wait to make sure it was going to really stick before I bet on it. 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