I've been expanding on the basic network framework for the Ulysses Agenda game and I've got a working authentication service up and running - and uses the "SOA on an ESB" pattern
Some of you may have noticed a similarity between UA's network design and ESB implementations that embrace SOA concepts. This post illustrates how the design and implementation of Ulysses Agenda is simple, yet extremely extensible. Thanks to ESB/SOA
I was recently interviewed by Mary J Foley where she asked me some questions about how Ulysses Agenda was making use of the new .NET Framework 3.0 technologies
Ever since the first time I saw Windows Workflow Foundation, I've been telling myself that one could use that to create a behavioral scripting system for enemies within a game. This has many benefits and this articles shows the code to get it done.
So the other day I was thinking about how I was going to design the schema for the Ulysses Agenda game's server-side database, and then I had a revalation! I wanted pizza! But after I had that revalation, something else dawned on me!
This article contains my first draft of a networking design for my reference game, Ulysses Agenda. It includes a list of all peer meshes and standard services as well as a list of messages transmitted on those meshes
When I was in college I started a game project called Ulysses Agenda and unfortunately never finished it. Now that I've got my grubby hands on all the latest technology, I plan to finish it and use the code as a sample and guidance.