Game Design, Programming and running a one-man games business…

Challenge code and UI almost done!

So…I am still working on the online multiplayer(asynch) code and UI and UX for Ridiculous Space Battles, but progress has been pretty good, and certainly way quicker than the first time I attempted to do all this sixteen(!) years ago… So I am happy to say that apart from a few small things I need to fix, and a few minor things to add (like rankings and victory counts), the online challenge portion of everything is kinda in and done! Here is the current challenge list screen:

UI code is fiddly and takes ages, but what really took a while on that screen was the filtering and order sorting. You can sort by any column, which is pretty cool, and all the filters at the bottom work correctly now! There is a manual ‘refresh list’ button which grabs a new dump of all the challenge data from the server. Right now its super-dumb and just grabs the first 1,000 challenges from the server. The original game (Gratuitous Space Battles) was so popular that this would have been useless, and in an ideal world, where I get a lot of players, I maybe need to redo that so it multi-threads, and gets the ones that have changed only, and so on…but that is probably something worth saving for refinement during early access… Anyway here is a totally NEW screen:

This is what you get when you click on a challenge. It shows you the enemy deployment thumbnail (although their ship positions obviously get inverted when you hit play and fight against it), some data about it, the description and name entered by the challenge author…and today’s mornings work, which is the list of challenges that were issued as a ‘retaliation’ to that challenge.

So a ‘challenge; is basically a player designed fleet, formation and orders that is designed to beat all opponents. It gets uploaded to my server (its only a 10kish text file) along with a small jpg of what the deployment screen looks like. Anyone and everyone (including the challenge author) can then design a fleet and fight against that challenge. If you WIN against it…you see an extra button on the game-over screen that lets you submit your victorious fleet as a ‘retaliation’. Here is what that currently looks like (It might be easily missed I think…)

That gets attached to the existing challenge, with that challenge as its parent. These are the challenges you can see in the ‘retaliations’ list above, which are normally filtered out. You will be able to hit ‘replay’ to watch the two fleets fight, and the idea is that you get to see how an enemy managed to beat you.

Now this is just my first go at the UX and gameplay for this, so it will likely evolve. Right now if you win against a challenge with an amazing victory, there is no way to break that challenge out into its own fresh challenge, and maybe I do need that. And I definitely need to put in a voting for difficulty and fun system like I had with the original game. But its progress! and eventually I’ll get back to working on less UI code and more awesome battle stuff like this screenshot:

Anyway… I signed up the game to be in the next NextFest with a demo, so I have a hard deadline at last. Kinda scary. But if this sort of game appeals to you, please add it to your steam wish list using the widget below:

Challenge UI for Ridiculous Space Battles

If you played the original Gratuitous Space Battles game about 500 years ago, you will recall that the online challenges were a very popular part of the game. If not, let me explain: GSB was the first autobattler, so its a game where you set up a fleet of space ships (that you designed), give them orders, and then use that fleet to defeat the enemy in a mission (which I called a skirmish) that was designed by me (the developer). HOWEVER, there was also the option to just design a fleet that you thought was a good all-rounder against all foes, and submit a ‘challenge’ to another player (or everyone) and let them fight against your fleet.

To do this, there was an online system where you logged in, and designed the fleet, typed a ‘taunt’ for your enemies, and submitted that challenge. It got stored on my server as a small text file, along with a small thumbnail preview image showing the fleet formation. Other players could browse available challenges, download them, and enjoy designing fleets to beat them. There were ratings system, message systems, and ability to view all of the fleets that were sent to battle against your fleet. It was so cool, and so popular, it crashed the server. The challenges were stored as individual files, and there was something silly like 500,000 of them (or more), and the whole back-end basically collapsed eventually!

So lets not let that happen this time eh? (hardly a risk, as I doubt this game will be as popular).

Anyway, I am re-coding the whole thing from scratch, like I have done for the whole of Ridiculous Space Battles, so it means completely re-thinking the UI, the UX, and the back-end code. The previous layout of the challenge browser looked like this:

Which has not aged THAT badly, although it certainly does not fit the more clean and white-space loving UI of the new game. The original game went with an ‘industrial physical’ theme for the UI, and that feels very 1990s to me now. The new design currently looks like this:

A bunch of stuff has changed. I am now listing the challenge ID, and also a title as well as a description. I do not have difficulties in there yet, or ratings for fun, but I might include that again. The big problem is getting the balance right between ‘I have a lot of information to display here’ and ‘do not look too cluttered’. This is something I struggle with a lot in design, because I feel like my tastes are the opposite of most web designers and game designers these days.

I am an autistic, numbers-obsessed data-loving geek who loves nothing more than a super-complicated dashboard of data. (Its a miracle I only worked on the software on trading floors and did not become a trader myself) This means I am pre-disposed to a data-rich UI layout. But these days its apparently ILLEGAL to update any software without saying its a ‘cleaner’ look, which means that the whitespace has gone from 90% of the layout to 95% of the layout. Absolutely every ‘designer’ seems to assume the only UI in the universe is a mobile phone, and the only customer is someone who is mentally incapable of seeing two pieces of information on a single screen. By Kahless I hate this trend… but anyway, nobody gets to tell me how to design my own game, so why do I care :D.

Anyway, there is a lot more to do. I have a different UI almost complete for actually submitting a challenge:

…but I still need to do the code that downloads the challenge from the browser, and then launches the deployment screen with it as a battle to be fought, and resolve all that at the end (Telling the challenge there was an attempt, and if it was a victory… logging what the attempting fleet was, etc). I also need to stress test everything, and set things up so you cannot create multiple users etc etc.

Doing all of that means writing a bunch of web client code (I use the WinInet win32 API) and also server code in PHP and SQL. This is where I have found working alongside Claude (Anthropic’s AI) has been great. I do NOT (yet) use ‘Claude Code’, but what I am doing (with a £15/month sub) is occasionally asking for Claude to write some php, or some SQL or an WinInet function for me, that I then read through and check. This, in my opinion is a great way to use AI to make you a more productive coder, without worrying that its doing random stuff. I use Claude very sparingly to write general C++, but for this part of the game, I’m using it a lot.

Why? Because frankly I do not enjoy SQL or PHP and am not an expert. I can code in C++ with my eyes closed (you would expect that after 29 years right?), but I have written very little php or SQL, and this stuff is web server stuff so its DANGEROUS. If I screw up the .exe, the game might crash, but screwing up database code and php could let someone hack the server and wipe things. I REALLY need expert help on the php/sql stuff, and Claude certainly seems to be amazing at this. FWIW I use Opus 4.8 (High) right now. Anyone who has used SQL will appreciate being able to say “Write me the correct SQL to do this…”.

Anyway… things are progressing! And I hope to actually have the game in a shippable (to Early Access) state around October at the latest. All I have left to do is this challenge stuff, then a bunch of ship designing and fleet designing for the levels and campaign (already done, but definitely need another pass), and a tutorial, and then its basically very playable. Early access will hopefully be a period of optimisation, any bug fixes, and responding to player suggestions about balance, gameplay tweaks and new features. I think I *am* just going to re-use the GSB2 music for this game, and all of the art is done, so I am not waiting for anybody else (and this is proudly a solo project anyway).

If you want to be notified when the game is finally released, you can add it to your steam wish-list using the widget below, or maybe bookmark (and share!) the games website link. Thanks :D.

New battle video from Ridiculous Space Battles

I have actually still been working on my game all this time, but have been a bit distracted with some technical stuff, and life diversions, and also not feeling there was much of a visual change to show off, but enough is enough, and I thought I’d just quickly throw together a short 2 minute campaign battle video to show you the current state of the game.

For those new to this blog, Ridiculous Space Battles is my ‘spiritual successor’ to ‘Gratuitous Space Battles’ which I made around 2011. I’ve really enjoyed working on it, and I think its better in every way. Here is the video of a battle I quickly filmed and slung onto youtube:

The thing some people do *not* like, is that ships fight in fixed formations, basically in ‘lanes’, and some people who loved GSB dislike this change. Personally I find it to be vastly *better* and makes the battles feel more cinematic and more like an old school naval battle, than the ‘random scrum’ that many large-scale battle games descend into.

I should point out this is battle #4 in the campaign, using a mixture of ships that survived the previous battles, and some reinforcements. Its a fairly small battle. I am not sure I am happy with the contrast of the background nebula, but obviously this is a work in progress. Anyway, I’m quite proud of the general space laser mayhem :D. If you are interested in the game, you should add it to your wish-list on steam using the link below. It will also hopefully make it to GoG. But not epic or other stores. And only on PC. Fuck apple :D.

Ridiculous Stats Battles

A while ago I re-designed the post-battle stats screen for Ridiculous Space Battles. I was MUCH happier with this than the earlier versions and I loved the horizontal histograms for every weapon which showed not just how much damage they did, but how much was reflected or absorbed by each of hull, armour and shields. I think it was a vast improvement on what I had previously. However! there was much room for improvement.

The biggest issue was that the list of stats chosen didn’t seem to be that helpful. If your fleet was 95% frigates, why bore you with the ‘best’ cruiser and fighter weapons? I re-designed the system to show you more interesting key stats such as the most cost-effective weapon, the ship that was hardest to damage (toughest?) and the weapons that were in use the most (or least). These stats are way more helpful:

Although that was a big improvement, play-testing showed me that a key problem still remained (which is true of all auto-batllers), which was namely ‘How can I translate what I learn from all these stats into adjusting my deployment the next time I fight this battle? This is a big problem (and it was back in the Gratuitous Space Battles days), and I have experimented a lot and come up with a solution I am super happy with!

In hindsight, the solution is obvious. Give the player a way to view want went wrong last time, when they try the level again. In code terms, this was a ton of work, but it works!

So when a battle ends, after viewing the current stats (probably best thought of as stats-highlights now), if you then want to try the level again you have a togglable overlay over the deployment map which shows the fleet you tried last time, with a ton of stats for every single squadron showing how they did.

The coloured squares and the percentages show survival rates for each squad, and you get Survived/Escaped/Destroyed percentages as a tooltip, but click on any squad to see a pop-up with a bunch more stats, tabbed into defensive and offensive data.

And at any point you can use a hotkey (or the buttons at the top of the screen) to toggle from this ‘previous battle overlay’ to your placed deployment for your next attempt at a battle. This makes it SO MUCH EASIER to look at your deployment and work out what went wrong and why, and correct it for the next battle. It is also persistent saved-to-disk data, so you can come back to a failed mission months later and still see the battle stats from your last attempt.

I know the games development keeps taking longer and longer but its definitely getting to be a lot better as a result, and I would rather ship a great game late than a not-as-great game on time. Thanks for your patience, and for following its development! Since I took that screenshot, I have had a MUCH better idea for how to make that screen even better, and I’m working on that now. This means even more work, but its going to be awesome.