Beta 4.2 – Forum Version 3

You guys figured out a way around the defences surprisingly fast o.O Although I did notice that many of the things you did before you werent able to repeat.

Yet the damage was bad…

280dbb04d87c88f507d362c3e3d41db0 cf5ef83b9c614bfcc1dd4d6792d46d7cBut I have improved the systems even more. This time working on how some HTML tags were slipping through the system and being interpreted.

NULLIFIED

ed22b562ea2c823ee4594c1fa827a2b2 2007057ae7db34cd4477232610c54999
Ball’s in your court, testers ^^ I believe this will be safe now 😉


UPDATE (11 GMT)

Turns out I set my defences up too strict and kind of broke the entire forum…

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So I’ve knocked them down a bit. However this brings back a few minor problems…
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The hunt is on 😛


UPDATE (17 GMT)

All problems resolved. Also added spoiler tags to the forum. Have fun!

Beta 4.1 – Forum Fixes and Updates

Over the past 24 hours… the forum has shown some cool tricks…1a7d5b315882bd4d6d4e72ee9f572ab8 ff4e69d4fd1755b1218d83e109fcf02d…some funky colours…

b2ed76317e72872fade1f0e2d411ce7f…and the power of invisibility…

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…so I decided it was time to upload a fix.

 

FIXES

  • Line breaks now work.
  • There’s a new formatting box full of cool features.
  • HTML tags are no longer executed within the system >:T
  • Padding has been added to all posts.
  • Empty thread titles are replaced with “(No Title)” to allow their threads to be viewed.

8a5e83d262d4778a06877ce2d8575439Phew. Disaster averted! Or so I hope. We’ll see what new ways you guys come up with to destabilise the forum now 😛

I shall leave up the old threads for a while so you can all entertain yourselves with them. They’ll be removed soon though.

More features on their way!

Week 30.1 – Whew!

First off, sorry for the poor blog post yesterday. I spent Friday-Sunday solidly reading through server documentation, following tutorials, and being really frustrated with all the problems I kept facing. I was so tired when I was writing that. The past half week has been very tough, way harder than I thought it would be. Working a server is not a task someone with no experience or understanding of servers can just casually pick up and do.

I felt really bad last night. I had sent around the link to the alpha game while the server will still preparing for launch after its initial crash. The server was ready by about 00:30am local time and unfortunately it crashed again when it went up. Fixing a server can take several hours and there was no way I could stay up that long playing around with it. Had to call it a day and leave it down overnight.

This morning I found this problem causing the crash and fixed it. There have been a few minor hiccups since then but the server appears to be stable now. All its performance metrics are reading what they should and all the traffic from the alpha players hasn’t caused any issues – the server looks to be able to support a lot more players than the current number, although it is difficult to work out an exact number because the usage from players is partly stochastic in its nature, especially when working with very low player numbers. All I can say is I don’t believe we are even close to the usage capacity of the server.

Whew!

I had two big worries when I launched the server. The first being that part of me really believed that no one other than myself would be able to use the site. I was half expecting to launch it and then for everything to be broken and no one able to do anything on it. hahaha…. so did not almost happen.

The second worry was that the server would be overloaded with all the traffic. CCSO is not a ‘standard’ website – it sends a lot of data to and from the database per player. The table for games has over 100 columns alone… That’s a hell of a lot of data. You even notice the effects of it when a round ends and the page auto-refreshes and blinks a few times before displaying the final results. There is a lot of processing that goes into updating a round and yeah I probably could make it more efficient if I rewrote the entire thing, but that doesn’t actually seem to be needed at this stage. All this processing barely makes a dent in the server capacity! Phew.

Anyway, things are working and look good. I’ll leave the server running overnight here and this time I’m reasonably confident it will still be working in the morning. If the server can stay up for a full 24 hours, I will have confidence that it can stay up indefinitely. (perhaps a little naive, but I’m feeling lucky here :P).

How Hard Actually Was It?

Let’s say I almost gave up on several occasions.

And on many accounts I had to take breaks because it was just getting too hard and I could see no way of making it work.

But Here We Are

30 weeks ago I said we would have a just about working game by the end of the year. I would say we have done this, although you might be a little bit more skeptical depending on how you interpret that statement. But no matter how you view it, we are on the verge of having a fully functional game. The core functionality is there. It is just the extra parts that need adding.

But The Site is So UGLY!

I know. This is not how it is going to look in the end. As I’ve been saying all along, the important thing now is to get the game working, and then we can worry about how it looks later on. The site looks utter crap, but for my very first website I think it is pretty good. It is fairly alright, just not the most ergonomic or fancy.

I’m expecting a design overhaul to be done in time for the Beta release – something that is expected in late 2015.

How Can I Test The Game?

Feel free to make a second account. I have added a special 2 player game mode for testing. For the second account, make sure you use a different email to the first or it won’t sign you up. This email can be fake and needn’t exist at all. Don’t worry about it.

When on the game screen, the view button will appear only once the game is full. Use separate browsers for your accounts, otherwise your sessions will overwrite each other; this is not a special feature in CCSO, all websites do this. You try having two accounts open at the same time in the same browser on any other site and you will quickly see that one of them get logged out. It’s just the nature of websites.

Anyway, keep an eye out for bugs and spelling mistakes.

Also, do check the bug thread and the component status page for components that should be working in the game and dodgy buggy traps that might catch you if you’re not careful. Please report anything weird that isn’t listed.

 

Where From Here?

The main focus will be on making more components functional. I’ll fix some of the other bugs along the way too. Each bug is listed from a high to low priority. This doesn’t define the order I’ll do them in, but will certainly influence it.

 

And Finally….

I FEEL AMAZING!

No, I’m not on drugs. Probably. What I mean is as a game developer, releasing my game (even if it is an early alpha) and seeing others play it is so fulfilling. I feel like a genius after getting the server working, and now I see all my hard work has paid off. Game developers get high off people playing their games apparently.

And on that note,

Goodbye for now. I’ll see you all soon!

 

P.S. How did I go from knowing nothing to this in 30 weeks? o.O

P.P.S. Today has been the best day by far for views on this blog. In fact, we broke the old record by almost a factor of 4 :O And this day hasn’t even ended yet! http://i.imgur.com/UYJBsut.png

Bugs and Suggestions

Full list of known bugs and suggested improvements.

BUGS

  • Abilities can’t be upgraded. [HIGH PRIORITY]
  • Votes do not display to other players when you make them. [HIGH PRIORITY]
  • You can view games you aren’t in or which haven’t started, and you can play in games that haven’t begun. (although this bug requires some degree of skill to pull off). [MEDIUM PRIORITY]
  • Rounds do not yet end automatically. WORKAROUND: All players must end the round for the round to end. [MEDIUM PRIORITY]
  • Some weapons such as the Ballista Impact can have damage enhancements – they shouldn’t be available. *waits for everyone to exploit this* [MEDIUM PRIORITY]
  • Death messages don’t display and dead players aren’t announced. [MEDIUM PRIORITY]
  • If you customise a unit and then customise it again, it charges you extra gold. [MEDIUM PRIORITY]
  • When Stun Gun prevents a user gaining UP, that user still receives a UP Gained message. [MEDIUM PRIORITY]
  • Damaged players in a round are not listed. [MEDIUM PRIORITY]
  • Boost+ displays in the wrong place in the ability list. [LOW PRIORITY]
  • Ability types refer to GROUND instead of LAND. [LOW PRIORITY]
  • Muscleman isn’t displayed and can’t be used. [HIGH PRIORITY]
  • Apostrophes in game descriptions throw an error. [MEDIUM PRIORITY]
  • Radar for some reason ends up in all ability slots when selected. [MEDIUM PRIORITY]

TO-DO IMPROVEMENTS

  • Make all components fully functional. [HIGH PRIORITY]
  • Where are the teams? [HIGH PRIORITY]
  • The unit creator could be made more streamlined. I.e. easier customising from the main area, and the possibility of selecting components directly from the main screen if the user knows exactly what they want. [MEDIUM PRIORITY] Partially Fixed: Abilities page loads much, much faster now.
  • Games should be deleted once they finish. [MEDIUM PRIORITY]
  • Votes should display from most to least voted for player. [MEDIUM PRIORITY]
  • Powered abilities shouldn’t display by default but instead require the user to click a button in the normal ability’s section. [LOW PRIORITY]
  • Unit Creator: Incompatible components should be greyed out. [LOW PRIORITY]
  • The text fields for entering the game description or your death message could be bigger. [LOW PRIORITY]
  • Should be able to quit games you join before they start. [LOW PRIORITY]
  • Upgrade names need finishing. Suggestions welcome! [LOW PRIORITY]

Week 29.5 – CCS Quiz!

How many of these do you know without looking up the answers? 😛 Go on, give it a try!










Correct Answers

1. 80%.
2. 4 gold.
3. 2 range.
4. Ballista Impact. (Ballista Impact = 60, Tempest = 48, Magma Missiles = 40, Drill = 36)
5. Far Sight. (Sight however is passive)
6. 6 elements. (fire, water, ice, electric, construction, technology)
7. Nemesis.
8. Each ability can only be used once.
9. Boost All – UP.
10. 12 enhancements. (one damage enhancement, two upgrade damage enhancements, one starting HP, one upgrade HP, two heals, one armor, speed, UP, range, and death message.)

If you got 8 or more right, congrats, you need to get out more 😛

Week 27.5 – Suprise! CCS Trivia and Fun!

Did you Know?

  • It is impossible to create a unit with 1% armour.
    Also impossible are 2%, 3%, 4%, 6%, 7%, 8% and 11% armour levels!
  • In the earliest CCS versions, custom death messages cost gold to have.
  • Phantom was originally a land unit and for Speedy there has been a lot of debate whether it be land or air. Yarrrrrr
  • Players originally had 1500 gold to spend on unit creation and components cost proportionally more. This amount was globally reduced after complaints on how difficult it was to count and keep track of gold spent.
  • The Potato Shooter is one of the most feared weapons in CCS, for if a player has it you know they may have a super-buffed chassis and highly upgraded abilities. Not to mention that fact that the Potato Shooter’s damage doubles in the very first round, making its damage the fastest growing in the game. Only the mighty Ballista Impact can rival the potato shooter for infamy and fear.

Did you also know?

Keyholefixed’s personal favourite abilities are Blink, Missile, Stun Bolt, and Toxin. He also likes the Power Hull, Caster, and Capsule chassis. He has no preference when it comes to weapons.

The ability he hates the most is Self-Destruct. This opinion is echoed by many CCS players after a self-destruction wiped out half the players in a game in a single round in the early CCS days… ah, those memories… painful memories for many x.x

Fun Fact: New players often interpret Self-Destruct’s description “You may only use this skill once per game.” as a joke. They have yet to understand that in the right combination Self-Destruct will not always destroy you.

The more you know…

The number of updates in response to overpowered unit combinations and to exploits have reduced to pretty much 0 these days, but when CCS first came out they were one of the most common updates players would see. At its peak, exploits were being reported on a daily basis.

Things get difficult when…

Half of players think a component is too weak and the other half think it is too strong. No one ends up happy.

Favourite Idea Suggestions

Polisher – The only weapon deemed more useless than the infamous potato shooter!
Damage: -5 (-2)

Why kill each other when you can give each other a nice polish and have a super shiny unit? 😛

Orb – Is invisible, almost immortal, blocks stuff… can’t damage, nor do anything else.
Health: 100 (+0)
Armor: 500% (or 0%?)
Speed: 3
Effect: Cannot be detected on the field. Units trying to pass through it will have their movement blocked. This chassis causes the user to deal 0 damage regardless of weapon or special. Automatically has a fully upgraded Blink as Special. (does not count towards victory conditions?)
Cost: 20

This suggestion somehow got 4 pages of responses to it. Orb’s only purpose is to block other units and just be a nuisance to its team. Totally a serious idea.

Splash (Aqua)
It’s not very effective…
Cooldown: 1
Cost: FREE

And yet some people missed the reference entirely… I fainted.

Onion ShooterThe sheer fact this exists is not the only thing about it that makes me cry.
Air only
Damage: 0 (+1) [x0.5]
Range: 6
Note: Can only fire in even-numbered rounds. Can vote in all rounds, but will
not attack in odd rounds.
Cost: FREE

If you have a potato shooter, why not have an onion shooter? pewpew.

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Had fun? Hehe, see you all in a few days!

Week 25.5 – We Have an Artist! (but no game yet…)

First thing first. Do I have a working game to show you?
Unfortunately no. But I do have something just as amazing.

But first, the story of the game… You see, I had an amazing idea on Monday to rework all the database storage to make it really efficient. I lost two days due to that. Then I decided to create a whole system where players can sign-up and create games. I lost another two days to this. So yeah… I spent too much time making the site better and adding core parts that are crucial for the alpha release instead of focusing on the gameplay.

But on the plus side, this does mean when the game video does come out (and it will be out for the Week 26 update on Sunday) there will be a lot more to show you. It will be so much more awesome and well worth the few day’s wait.

Create A Game!

This screenshot says it all.

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A lot of work went into making this functional. I’m learning new skills at a remarkable rate and even in the past month alone I have improved massively. Where will my skills be by the time the Alpha is released? One month ago I wouldn’t have been able to code something as advanced as a game creation screen. Now it’s like child’s play to me. The code flows freely from my hands as if I’ve always known it.

So it all works, albeit it is basic. But basic is what we want right now. The whole idea at the moment is to prove that CCSO can be made and provide a base for building the Beta release on. It is not to make it look really pretty lol. The look of the site is always at the forefront of my mind though. One day the site won’t look so bad. But when you compare it to your typical first ever website, it actually looks pretty good 😛

Artist Found

And now for the most amazing news ever. We have our first artist! ^^ Everyone welcome Laura – a gifted young artist who has joined us in our mission for survival. Welcome! 🙂
Four abilities now have artwork which will feature in the game. Check them out!

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From top left: Caltrops ability, Repair ability, Repair All ability, Shield ability.

This is awesome and the cartoon-esque style is really cool. I know 200 components is a lot for one person and I wouldn’t expect Laura to manage that many alone, but for now this is a great start. I am forever grateful.

Everything is looking really good right now. Our team is taking shape and I am optimistic we can grow further and together our skills will form a great final product. I’ll certainly do my best to pay you all back somehow. Trust me, you don’t know how happy I am to be working alongside such highly talented people. I’m sure you must feel the same way about me sometimes too.

The Team

Programming and Coordination: Keyholefixed
Music: Harmless
Artwork: Laura

Code, graphics, sound. Isn’t that all a game needs? The foundation is in place for a wonderful future 😀

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Now for a shameless advert to end this highlight 😛

Are you good at art or have another skill that may be useful? Want to be part of a truly epic and growing community? Do get in touch 🙂 We would love to hear from you!

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See you all in a few days! 🙂