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Welcome everyone to the new CC Survival blog! Yeah, it’s WordPress, I know; but hey, it’s free 😛
Up until now the project, codenamed CCSO, has been kept a secret only known to the most experienced CC Survival players. Today, this all changes. This week is the 24th week since the very first blog post where I outlined what I wanted CC Survival Online to be and, although the idea was around in the few weeks running up to this, I am declaring that original post to be our true starting point.
Anyway, I shan’t dwell on the past 23 weeks for those new here for this blog would be massive if I did, but do ask questions if you want to know anything. Let’s get straight to business.
New Music
Harmless has updated his One Shot at Victory track to make many of the notes clearer. Furthermore, an extended version has been released!
Find all the music here:
Track 2 – One Shot at Victory (v1.2). Extended (v1.2).
Track 1 – Light Urgency.
These songs are owned by harmless and cannot be used without his permission.
YouTube
We do have a YouTube channel: CC Survival. And our main videos are:
* Unit Creator: Proof of Concept. In the future this will be improved massively and offer search features, easier navigation, and clearer looks. Right now it works fully and even displays errors if you create an invalid design.
* Just How Many Abilities Are There? Just for show. But let’s not forget that each individual ability needs to be coded in the final game. There is a lot of work to do.
There will certainly be more videos out in the future, so subscribe to the channel if you want the videos as soon as they go up, instead of waiting for me to post about them.
Core Game Development
My latest work is designing the core gameplay. That is, some sort of mechanism where you can launch an attack against another unit and the game works everything out. Now, this may sound very simple to do, but I have found out that quite the opposite is in fact true.
What I have managed to create so far is a large database that stores all unit information during the game. So for example when a player is damaged, their database health value drops, and then next round these values will be collected and output to every player. Ability upgrades have been the hardest part as when an upgrade is purchased the system needs to scan through the ability’s text, locate what needs changing, change it and nothing else, and then add to an upgrade counter to prevent upgrades being purchased more times than is allowed. It was a tricky system to get working, and in fact it isn’t working fully yet, but is almost there and looks like it will be fine. Next week maybe.
In addition to this, I have made a quick test dummy that will eventually be able to fight back and use its own abilities automatically.
Of course, the first two abilities are made up, but are there to test and play around with when the time comes.
It may not seem like there has been much work this week, but the entire backend gameplay is taking good shape. There is just little actual progress to show on the forefront. Don’t worry though, next week should bring some nice updates I hope 🙂 There is a lot to do and designing the gameplay of a full game is a massive task, especially when all this is new so I’m having to take the challenges as they come; I cannot foresee many of them. I can’t guarantee a basic working system by next week, but I will try. There is just so much that needs to be done first.
Will the alpha release be ready for the end of the year?
It is honestly too hard to tell at this stage, but the project certainly isn’t behind schedule.

That’s cool.
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Just a heads up, I might not upload a few tracks for a few weeks due to missing a week of College because of Thanksgiving break.
Also because Key hasn’t requested anything as of late. 😛
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You have plenty of time 😛 There is no rush for more tracks.
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