Thousand Parsec is not only a game by itself, it is also a framework for creating a similar group of turn-based space empire building games, which are often called 4X games, from the main phases found in them: eXplore, eXpand, eXploit and eXterminate. Some examples of games which Thousand Parsec draws ideas from are Stars!, VGA Planets, Reach for the Stars, Master of Orion and Galactic Civilizations.

The idea is that a protocol is specified which defines how game servers and game clients communicate with each other. Protocol also specifies which objects are available for custom games or rulesets, which can have different rules of gamplay. Any client should be able to connect with any server and player should be able to play any game with it.

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    Starhunter, Firefly’s little known older cousin.

    I have recently been watching and really enjoying a little known series called Starhunter. At first I thought it was an enjoyable rip off of Firefly, so i was surprised to find out that it was made first.
    It has so many of the same elements, the quirky ship mechanic, the captain who doesn’t play by [...]

    Stand on the shoulders of giants, students wanted!

    As you probably read from [my previous post][1], Thousand Parsec had quite a successful Summer of
    Code last year. Unlike previous years, where we have concentrated on getting new stuff developed,
    this year we have decided to concentrate on ... [More] building on the work of our [previous years students][2]

    [1]: http://www.thousandparsec.net/tp/news.php/2009-03-31-2300
    [2]: http://www.thousandparsec.net/tp/news.php/2008-10-16-1400

    With the deadline looming, some of the ideas on our [ideas page][3] have already had lots of
    attention, but there are a number of ideas which have yet to have any applications. I would like to
    point out these ideas because we think they are very important and have a good chance to be accepted!

    [3]: http://www.thousandparsec.net/wiki/Ideas_for_Programmers

    Some of the most important ideas have to deal with our coolest looking last Summer of Code project
    last year, [Eugene Tan's new 3d client][4].

    [4]: http://www.zdnetasia.com/news/software/0,39044164,62052477,00.htm

    * Adding single player support to the 3d client.
    As [mentioned here][1] we have just release single player support in our 2d client. We would
    like to see this extended to support our other major client.

    Most of the code for this support is in the libtpclient-py support library that is already
    shared between both the 3d and 2d clients, so it should be significantly easier then Ezod's own task.

    * Create a "Simple 3d ship designer".
    Spore has shown us that it is possible to give people non-professional 3d artists, the ability
    to create cool looking models. With a little bit of prefabed art work and some easy transforms, even
    programmers don't have to be scared anymore.

    We would like to see a similar ability added to Thousand Parsec. It can be developed as part of
    the 3d client or as a stand alone program.

    Another project we think is really important, is to continue the efforts to improve single player
    support. These include,

    * Adding support for saving and restoring games.
    Having to play a complete game in one sitting is a real pain, specially since some of the
    Thousand Parsec games can requires many hours to play. The jist of this idea would be to add save/
    load support found in most game types.

    This would require adding saving/loading support to a number of back end projects like our
    primary server (tpserver-cpp) and daneel-ai.

    * Adding support for single player "scenario" mode.
    In some ways, this is related to the previous idea but a little simpler. This would be similar
    to the "missions" you get in other normal games.

    An example would be something like "King Unorganised has run our intergalactic empire into the
    ground, we have put you in charge of restoring us to our former glory.
    "

    * Extending single player support to include "set up your own multiplayer game".
    Single player support has also paved the way towards adding support for simple wizard set up of
    games to be played with friends. Much of the procedure is the same and we already have an auto-
    discovery process created.

    Getting started with the single player development should be very easy, it only takes 6 commands
    !
    git clone git://git.thousandparsec.net/git/tpclient-pywx.git
    git clone git://git.thousandparsec.net/git/daneel-ai.git
    git clone git://git.thousandparsec.net/git/tpserver-cpp.git
    cd tpserver-cpp; ./autogen.sh; ./configure; make; cd..
    cd tpclient-pywx
    ./tpclient-pywx

    If you are interested, I suggest that [you jump on IRC][5] and chat with our wonderful bunch of
    mentors. It is also recommended that you put in an application (even if only a draft) as soon as
    possible, as we are happy to help you with your application and provide feedback.

    [5]: irc://irc.freenode.org/#tp [Less]

    Single Player released! - A tale of Google Summer of Code

    [Thousand Parsec][1] is pleased to announce our
    [first release that includes single player support][2]. Now all of our players can easily enjoy the
    game at anytime, whether or not they can find other interested players. We've made several ... [More] other
    improvements with this release, but this feature is the most significant change for 0.3.2. Binaries
    are currently available for Windows and will soon be available for other systems (but you can always
    grab the code from our repository!
    ).

    [1]: http://www.thousandparsec.net/
    [2]: http://www.thousandparsec.net/tp/downloads.php?category=client#tpclient-pywx

    Single player support is a huge step forward for us, as it gives players a quick way to get
    involved with minimal fuss. We have strived to hammer out this functionality for the past 3 years.
    Better still, contributions from [Google Summer of Code][3] students have allowed us to reach this
    goal.

    [3]: http://code.google.com/soc/

    The story of this release is long, and has its beginnings back in [2008][4] when
    [Thousand Parsec joined][5] Google Summer of Code for the second time. The previous year's GSoC had
    been very successful, and we were looking to achieve even more success in round two.

    [4]: http://code.google.com/soc/2008
    [5]: http://www.thousandparsec.net/tp/news.php/2007-03-16-0157

    [Ezod][6] is our first Summer of Code student. He was pivotal in making this new release possible.
    At the start of the summer, he proposed an interesting project,
    " [Add single player support to Thousand Parsec][7]". Little did he know what he was getting into
    !

    [6]: http://ezod.livejournal.com/
    [7]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=7731B9B4B375E2E5

    To the naive, this may have seemed like a simple project; all it needed to do was start up the
    server and an AI or two in the background. The proposal actually meant that Ezod would have to touch
    almost every part of the code base and project infrastructure, from the servers, through the AIs, to
    the clients. Thousand Parsec was never really designed to work in this way, as everything designed
    to run standalone.

    We had no qualms about Ezod's skill having already started submitting patches and packaging
    Thousand Parsec for Gentoo, but the extent of the changes needed for the proposal to work still
    raised some skepticism. To make things tougher, we had received a large number of quality
    applications, meaning that we had plenty to choose from.

    Luckily, Google blessed us with more slots then we could manage (we ended up giving back two) and
    it was decided to take a risk. By the end of the summer Ezod had not disappointed -- he had the
    basics working -- but it would take another 9 months and integrating the work of two other students
    before we would reach the release we have today.

    One problem we faced was that a game is not fun if you don't have any competition. This is were our
    second Summer of Code student joins us.

    Iwanowitch put in a proposal for creating a [rule-based AI][8] for Thousand Parsec. His proposal
    was one of the two AI projects accepted as part of the 2008 Summer of Code.

    [8]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=AD885F56FE726D6C

    The AI originally targeted the RFTS ruleset, which was developed as part of our first
    [Summer of Code][9]. While functionally complete, it ended up having a number of show stopping bugs
    for AI development. This only became clear halfway through the summer with the mid-term evaluations
    coming up.

    [9]: http://code.google.com/soc/2007

    The mentors put their heads together, and the best solution we could come up with was for the AI to
    switch to a different ruleset. This decision would later decide which ruleset Ezod would support in
    single player mode.

    Thanks to a good design, by the final evaluation, Iwanowitch had his AI competing against the
    second AI being developed over the summer. Ezod then worked with Iwanowitch to integrate the AI into
    the single player mode, and it has now become the major opponent that everyone who tries out
    Thousand Parsec will play against.

    So which ruleset did they switch to, you ask? Well, that is where our third summer of code student
    comes in.

    Jphr proposed (and was accepted) to create a [new ruleset][10] for Thousand Parsec. Not having any
    C experience at all, he choose the ambitious goal of developing a modified version of the risk
    board game for the C server. He charged through the development, and by the mid-term evaluation
    the core rules had already been well developed and he was working on more advanced features such as
    custom maps.

    [10]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=5B1B1C8E204530AD

    It made sense for us to suggest that the AI guys target this ruleset. It had already been shown to
    be solid and it helped relieve some of the painful process of finding bugs. This also meant that
    with Ezod's help, Jphr's ruleset has gone on to be the first to be fully supported by single player
    mode.

    So that is the story of how three students' work came together to produce this release. Both
    Iwanowitch and Ezod will be joining Thousand Parsec as Summer of Code mentors this year. These were
    not our only successful projects for Google Summer of Code 2008 -- in fact, all of our projects
    achieved success that year and more can be [read about the others on our website][11].

    [11]: http://www.thousandparsec.net/tp/news.php/2008-10-16-1400

    Sound like everything for Thousand Parsec has already been finished? Far from it! We are glad to be
    participating in [GSoC once again][12], and I hope this story has inspired you to be part of Google
    Summer of Code and part of the Open Source community.

    [12]: http://www.thousandparsec.net/wiki/Google_Summer_of_Code [Less]

    TPServer-cpp 0.6.2 released.

    Hot on the heals of 0.6.1 comes 0.6.2 release of tpserver-cpp. The main reason for this release is
    to update the single player support files which changed since the last release. Single player client,
    etc are coming real soon now. Also in the ... [More] release are the quickstart conf files, shave support (nice
    build messages), and clearer TurnTimers split out into separate ones, basic, players finished and
    threshold timers. 14 patches by 3 people. 47 files changed, 3363 insertions, 1480 deletions (thanks
    libltdl update
    ).

    TPServer-cpp 0.6.2 is on the [downloads page][1] and will be on our SF downloads page soon. The GIT
    repo is tpserver-cpp (branch master) and the tag is TPSERVER_CPP_0_6_2. Feedback and suggestions
    are always welcome.

    [1]: http://www.thousandparsec.net/tp/downloads.php?category=server [Less]

    TPServer-cpp 0.6.1 released.

    This release is mostly little fixes, mostly around windows cross compiling and single player support
    . 38 patches by 6 people. 148 files changed, 770 insertions, 452 deletions.

    TPServer-cpp 0.6.1 is on the [downloads page][1] and will be ... [More] on our SF downloads page soon. The GIT
    repo is tpserver-cpp (branch master) and the tag is TPSERVER_CPP_0_6_1. Feedback and suggestions
    are always welcome.

    [1]: http://www.thousandparsec.net/tp/downloads.php?category=server [Less]

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