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.