We're still here!

Sentient | January 5, 2009

Sorry for the recent lack of updates. Development continues, but at a slower pace than expected. The updates that have occurred recently have been primarily bug fixes. Tempest is now using a substantially different code base from the first release, which allows more flexibility for the future. The relevant details have been posted in the patch notes. If you're a new visitor to this site, welcome! Tempest is still alive and kicking, so why not join in on the fun?


Big updates ahead

Sentient | August 19, 2009

The release of Bughouse and Team Four Way marks the first major checkpoint in the Tempest development cycle. The server is significantly more stable than it was when first released, and Tempest can now reasonably be called a complete package. The focus now turns to enriching the user experience.

The next update will consist almost entirely of client code improvements. This will be a major update from a development perspective, so I can't give a precise time table. No real features will be implemented, but it will pave the way for the main attraction. I will post more details on what this entails later.


Crazyhouse is here!

Sentient | August 5, 2009

Along with its big brother, Four Way Crazyhouse. For the uninitiated, Crazyhouse is a mode where pieces can be reused. Pieces you capture become yours. You can place them back onto the board on any open square (but pawns can not go on either back row). Pieces placed back onto the board have a slightly longer delay timer. Expect Bughouse (team Crazyhouse) in a few days.

The next major update will include a few commonly requested features. An option will be added to disable prioritizing players at your table in the players list. You will also be able to change settings from within a table, instead of having to create a new table.


The future of Tempest

Sentient | July 15, 2009

It's been a while without any updates, so I'd like to discuss where Tempest is at. Today I had a meeting with Trix about the future and vision of Tempest. The two priorities now are (1) increasing server stability and (2) increasing the player population.

With regards to server stability, the primary cause of crashes is that lists or arrays of data are being enumerated in one thread while another thread is modifying the same list. This is happening in subtle ways beyond what thread synchronization techniques can easily solve. We came up with a new communications model that will make such errors easier to spot by placing less weight on fiddling with constraints of the design. It will take some time to implement, so patience is much appreciated.

Growing a population is a longer term goal, but we identified several areas that can help. Roughly 10% of users (it's hard to estimate because there are duplicate accounts by some people) have never played a game, and many more have played fewer than 10 games. This is likely a factor of (a) the current population and (b) the learning curve. The Catch 22 we face is that without more players, no one can play a game, so no one signs on, but then there's no players to play when someone does sign on. To help this issue, in two patches we will implement a minimize to tray function. This will let you place the Tempest application in the area by the taskbar clock. You can choose to receive notifications when players sign in or out, when a table is created, etc. We hope this will encourage players to stay signed in and have patience as they wait for others to play against.

The learning curve is the largest challenge we face. One solution is to get a rush of new players at once, so that new players can play without getting crushed. When the server stability changes are impleneted we will start pushing for more exposure on gaming websites, so hopefully this can become reality. We also discussed various handicaps or modes that soften the curve, but in the end we passed them over for a grander vision. I won't discuss details until I have the design fleshed out more, but I can say that Tempest will become its own game with its own rule set. It will not remain a simple rebuild of the defunct Kung Fu Chess. The chess modes may no longer be the star of the show in a year, but they will always remain a core feature of the game and they will receive active support and promotion. The grander vision will be a game that is more beginner friendly yet contains more depth than a simple chess board allows.

In the short term, a new patch should be out in approximately a week. The main feature is a preferences screen. You will be able to set the maximum square size, so that users with large monitors can maximize the game without being towered by pieces. You will also be able to turn off click-click to select a piece, and that behavior will become less annoying. Additionally, you will be able to customize the chat area with whatever font and color you like. By the second patch (1-2 weeks after the coming patch), the tray icon feature will become available, along with other commonly requested features like player list sorting options (most of these little things will be in the first patch).

Finally, I'd like to address some other common suggestions:
  • 3D piece graphics. Yes, they will happen. We're still looking around for an artist. If we don't find someone, we will pay the money to get them done professionally.
  • Sound effects. Ditto. These are less of a priority than better graphics, but they will get done eventually.
  • Web browser embedding. No, this will not happen. The easiest port is to Silverlight, but most users do not have Silverlight and it would require a larger download than Tempest is now. A port to Java would require a full rewrite of the client. The plan is to flesh out Tempest into a game worthy of being standalone, something that would not fit in a web browser.
  • Sumo Volleyball. No, this will not happen. The Shizmoo code was more than just KFC or SVB. They had a robust scripting and game engine to go along with their games. Tempest is specialized for chess, and a Sumo Volleyball-like game would become its own full project. I would rather take the real-time chess concept as far as it can go.
  • Mac and Linux support. This will hopefully happen eventually. Most of the work is already handled through Mono, but Tempest makes a few Windows-specific calls that would need to be designed around. It will be investigated more thoroughly when the userbase grows.
That's it for now. Happy sniping!


Fast four way is here!

Sentient | June 25, 2009

Version 0.2.0 is now available. The most notable inclusion is the new fast four way game mode. Simply log into Tempest to receive the update. This is a large update that includes many changes behind the scenes, so please keep an eye out for new bugs that might have been introduced.


Bug reports

Sentient | June 17, 2009

A bug report page is now available from the navigation menu. Please use this to report any bugs you find.


Welcome

Sentient | June 14, 2009

Welcome to the Tempest website! Available now is the first Alpha release of Tempest, which contains several important new features, including:
  • Account system
  • Rating system
  • Private messages
  • Fast Standard game mode
  • Auto-updater for future versions
Grab it now from the download link at the top of the page! An accounts-integrated discussion forum will be available in the future. For now, feel free to head over to the Zenchess forums to discuss real-time chess.