Monthly Archives: February 2011

Missions of the Reliant: Happy Belated Anniversary, Reliant!

The one-year anniversary of the project to port Missions to modern Mac OS was one week and 5 days ago. I’m sorry I missed it, but as always, life puts a heck of a damper on the fun we want to be having. Still, I’ve got a few extra minutes to spend on it, and in the last few months I’ve learned a lot of new things. One of them is that having a plan is almost always a good idea! So as gift and apology, here’s the plan for the present and future of Missions of the Reliant!

  1. Because I haven’t worked on the project in a while, and because the time I’ve spent in iOS has taught me a great deal about proper Cocoa programming and OpenGL, my first action in returning to the Xcode project titled “Missions” will be to go through the game’s subsystems and fix some of the rather basic mistakes I made as a less experienced coder. This includes such things as the use of VBOs in OGL, unification of the disparate “node” classes into a proper hierarchy (eliminates an amazing amount of duplicated code), replacement of some of the things I hand-crafted (such as audio file access) with third-party libraries (since the ones I’ve investigated invariably did better at what they were meant for than my efforts), and possibly an even more general refactoring if I decide it’s necessary (a decision which pends further review).
  2. After that comes completion of the missing gameplay functionality. I don’t at this moment have a decent list of what’s missing available, but the stuff that comes to mind are most of the computer functions and the enemy AIs. Once all of that is done, the lot of it has to be tested to make sure I didn’t miss anything above the level of fine details. This leads up to…
  3. … The storyline, the literal “missions” of the Reliant! Those of you who played the original game (almost all of you, I’m sure) will remember that Mike provided three of them – invasion, rebellion, and time travel. These require tying together all of the gameplay elements in their proper linear fashion, which may sound simple, but this is one place where the mass of spaghetti in the original source code isn’t nearly so sad to look at (with, as always, apologies to Mike), because that was the only way to do it without OO features at least as advanced as Objective-C’s.
  4. At that point, the game will be ready for beta testing, and a 1.0 release. Said release will of course be freeware, and I plan to distribute through the App Store as well as on my Web site. I plan to ask Mike for suggestions on how to handle beta testing, but I tentatively plan to open it up to, at the very least, to everyone who subscribed to the mailing list.
  5. With 1.0 behind us, there will still be plenty to do. The game in that state will not be a direct port, and just won’t provide the sense of nostalgia I suspect many of you are, like me, hoping for. There are too many new features and changes in the interface. Some of them were my creativity getting the better of me, some were just inevitable moving between two completely different operating systems and programming languages across a gap of more than a decade. I plan to make a 1.5 (or whatever!) release which provides a “classic gameplay” mode, wiping out all the new features and restoring as close to the original exact interface behavior as possible. User feedback may, of course, convince me that this would not be worth the effort, but that’s something to think about at the time, not now.
  6. Finally, I never saw Missions as a static game. Mike released it as such because, among other things, that was the only kind of game we had back in those days. But just like Kirk and the Enterprise had lots more adventures after the original series, so can this game have more episodes. My vision is of downloadable content, and even a scripting interface so anyone can make new episodes for the game. This is a project almost as large as the game itself, and is another thing to possibly set aside based on the feedback of players, but it’s something I would certainly enjoy doing.
  7. Even further in the future, perhaps a 3D engine and models? The sky’s the limit! But let’s not get ahead of ourselves. At that point we’re talking about an entirely new game, practically an MMO if one takes the thought far enough, and that’s pretty silly if you look at it from right now. It might not be later!

I hope it’s obvious that I’ve put some thought into all of this. I still won’t have a lot of time to work on the game, but any is more than the none I’ve had lately, so expect to see updates coming again.

As always, my deepest thanks go out to you all for your patience as I’ve struggled my way through this project, and I’ll continue to do my best not to disappoint.

P.S.: I have considered making the game require Snow Leopard to play. It’s been long enough since its release that this might not be a bottleneck to most people, and it would considerably simplify some of the code; Apple added quite a few nice things to Cocoa only that recently. Please leave some feedback on this thought in the comments or on the mailing list!