Week 35 – (-.-) but POTATO SHOOTER!

Amazon Web Services is the second biggest load of bull I have ever seen, coming just behind an actual field of bulls. They are the most horrible host I have ever had. Their customer services is slow (took like 4 days for a single reply) and they don’t tell you anything useful. Erg -.- But I guess you get what you pay for: Amazon hosting is by far the cheapest.

After a long struggle and a lot of lost time, I have finally managed to get CCSO back online. Some recent data would have been lost and I don’t know exactly how much. My best guess is it could be up to a month of lost data. This doesn’t affect the code (which I have backed up all the time) but will affect things such as accounts, unit submissions, and games. If you can’t log in it may mean your account was lost. Terribly sorry, but I didn’t think Amazon could mess this up so badly.

I believe the problem was with one of the storage sites, which I have since shut down and I am now using a different storage method. I was using the original storage since the very beginning of CCSO and never had a problem with it. I just don’t get why in the middle of the night it started to play up.

I’ll try to backup CCSO on a weekly basis now until I can figure out how to do it automatically. In the meantime, I’m going to continue with Amazon, but if they really mess up this much again I will be switching to another provider.

tl;dr Amazon Web Services sucks but is cheap; CCSO is back up.

Upgrades Done

Despite the lost time this week, I have completed the base upgrade function of abilities. Abilities still can’t be used yet. Check out the upgrade button under abilities within a game. On the upgrade screen the number left of the upgrade checkbox is the number of times you have purchased that upgrade. Checkbox will become an X when the upgrade limit is reached – this is one for most upgrades. You can purchase multiple upgrades for one ability at a time.

UP are subtracted with upgrades but you can go below 0 UP. This is intentionally and not a bug. It makes it easier to test while we search for bugs. I’ll add in a 0 limit next week.

Awesome Art

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Yep, the Potato Shooter is literally you throwing a potato at someone. That explains why it is free 😛

Punypuncher top right. Just look at that detail though 😛 It is just… amazing xD Part of me thinks it may fit better as the Ol’ Reliable, but I guess we wait and see how things turn out. It isn’t hard to swap pieces around.

Central is Smoke both with and without the CCSO background. Simple but effective. These four named pieces are by Shoopadoo.

Lower left is Ice Core by Eldromedario with a black background added to make it look just that much cooler. (cooler, geddit?). It will be in CCSO tomorrow ^^

And finally, Laura isn’t dead! Lolwut, such surprise, much doge, clap. She has made a comeback with what is simply a masterpiece of work. It looks kind of like one of those pieces you find hanging up in an art gallery ^^.

Shoop has been doing a bit of everything, but has told me she plans to focus mostly on weapons in the future to avoid clashes with Eld and Lau.

The Team

Programming and Coordination: Keyholefixed
Weapon (mostly) Artwork: Shoopadoo
Chassis Artwork: Eldromedario
Ability Artwork: Laurasnake
Music: Harmless

And let us not forget the works of the players, contributors, and community that form CCS. If you have ever sketched a single component – or even six pages of them – or have ever suggested an idea, or have played a game, or have created a unit to share with others, or even posted a single message in CCS, then you are part of the story and part of the reason why we have been so successful up to here.

There exists many challenges in our way, and there probably will always be, but in a year from now I want to read these old blog posts and say “yes, we have moved on so far since that day.” I want the game to be non-recognisable compared to the current version. Superior in every way.

We have a long way to go; but we are making a lot of progress.

Passed 700 Views!

Yes, we are well on our way to 1000 ^^ Also, check out the side menu of this blog (that thing on the right) I have added a view counter to the top and about halfway down is a slideshow of some select art pieces.

For this slideshow the controls overlap the art and cover it up. I have no idea who designed this but they didn’t test it enough. There is plenty of room for the controls under or above the art, and I guess that is where they are supposed to be. Not too sure if the controls cover the art by design or not. I cannot control the layout of it.

 

Futureee

Even when my university semester starts again, I am going to make time where I can for CCSO. Updates will slow down to a near standstill, but I hope to gradually build up something much more developed that I can release once my exams are finished. In fact, I’m hoping the game will move into ‘late alpha’ by early this summer, and probably into Beta by mid Autumn/Fall.

I have been thinking about it, once the gameplay is finally working, all remaining projects are smaller. I really think this gameplay is the toughest part in terms of functioning code, but other sections such as creating a fully working single player campaign is going to have its own challenges even if the core game is fully working.

Once the core game is working, CCSO coding is going to become a lot more fun. In many ways I am getting a little tired of tinkering with the play mechanics continuously, but you know, if everyone gave up when things became slightly boring, nothing would ever get done.

I’ll figure it out 😛

 

See you next week!

And you’re welcome for getting CCSO back up ^^

Week 34 – A Real Update (FINALLY): Upgrades and Art’plosion!

I call this one a real update because it actually involves new content rather than redesigning the old or showing off future concepts.

I have been unusually busy this week :\ But I worked hard and finished off installing the new code for the gameplay and I have also begun to add a new feature: an upgrade system for the abilities. I haven’t quite finished it yet, but so far it:

1. Gives an upgrade screen for each abilities which can be reached from an upgrade button below each ability in game.
2. Lets you select as many upgrades as you want and then purchase them.
3. Stores purchased upgrades and prevents purchasing when you have upgraded a certain upgrade to its limit (i.e. most upgrades can only be purchased once and the game will limit your max purchases to one for these; same for other limits.).

The code for limits is actually pretty intelligent. There are no values in the database showing how many times an ability can be upgraded. That would just be extra maintenance. Instead the code reads the upgrade and understands how many times it can actually be upgraded. I literally mean it reads it like a human does and interprets it like a human. Nothing too advanced but it means no extra maintenance at the cost of a bit more code.

What I still have left to do is subtracting UP as you spend it (easy job) and updating the ability text and displaying upgrades purchased (harder…). It is still quite a big job left to do, but I hope to get it done by the middle of this coming week.

The online version hasn’t been updated yet but will be when it is ready and I’ll send a message around when it is done.

New Home

Once again I am living in a new home. Moving around is just second nature to me. I can’t even remember how many times I have done it over the past years, but I know that I am just months from the end now. Then I can finally settle somewhere and eh, work and stuff.

Talking about work, I was reading online that freelance web developers earn about $100/hour. That isn’t bad pay. Of course, I am not even close to that standard, but in the future, a few years down the line, I could maybe give it a go. Not for my main job, but if I do a project or two in my spare time a month, that could be a nice income (1000+ dollars per month? ^^) I could flow directly to CCSO. Imagine the advertising I could get with that sort of money.

New Art!

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Top: Speedy and Stealthy. Perfection. Thanks ElDromedario!

Bottom: Flare. It looks best on a dark background, hence the screenshot from the game. Thank you ShoopadooWait what?! Who the hell is Shoopadoo?

New Artist! o.O

Yes, somehow another artist has been Pulled into the Vortex of CCS! (you see what I did there?). Her name is Shoopadoo and we’ve actually known each other for a while but never really talked properly before. She’s a friend of Laura’s too. I never knew before but it turns out that Shoop is really amazing at art and is interested in helping us out o.O I’m not sure if I’m just really unconsciously charming or what, but girls seem desperate to please me. (totally true)

Anyway, here is another piece she finished literally just now as I was writing this section:

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The Phoenix rises from the ashes! Grand and deadly, Blaze lives on.

Talent in one of its rawest forms.

Another Arter!

WOAH, STAPH KEY! THIS IS TOO MUCH FOR POOR MEE TO HANDAL! D:

Everyone say hi to Melarec! Someone who unfortunately has little time to devote to CCSO but who has been extremely generous and sketched out some components to inspire our other artists.

Now, when I was told by him that there were going to be a few sketches on the way I thought it would be like 2-3 sketches. Instead I got…

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ALMOST SIX FULL PAGES OF SKETCHES! 😐

I never expected someone to draw so many… It is like.. wow… like a literal wow. I was smiling for the rest of the day after receiving these. It was such a pain because everyone stared at me like wut you doing bro? stop smiling so much gosh.

And like I tried to talk back but it was hard to form coherent words with my face stuck in smile mode.

Long story short, OH MY GOD THANKS FOR SO MANY SKETCHES! I really hope some of these are turned directly into art. Some are quite humorous 😛 Look at Decoy, Spawn Wall and Spike Pit 😛

Click them to enlarge. They are worth viewing fullscreen 😀

Really, if you have read this far and haven’t admired the sketches yet, go back and click them all. They are just mind-blowing. How someone can make something look so good with no more than a few rough pen strokes is beyond me 😮

THANK YOUUUU, MELAREC! ^.^

What about Laura?

She has been bogged down with loads of school work recently. School. That one thing that lets you achieve your dreams while simultaneously preventing you from carrying your dreams out. Most OP paradox ever.

But I’m sure we’ll hear more from her soon!

Site Redesign

Sudden plot twist! Also known as jumping around in literature because the author is too lazy to think of a link up.

When semester starts for me in a couple weeks, I’m not going to have time for regular updates. There still may be some, but way slower than currently. But I have been studying a bit of Bootstrap. This is like a development um, framework I guess? It lets you create really nice looking websites with little effort.

I’m thinking about downloading the bootstrap code, customising it a bit, and then creating what will eventually form the Beta site with it. It may look like a fairly generic website, but it will look cool 😛 It will also be responsive (like it responds to different sized viewing ports by expanding/shrinking/collapsing as needed). The current alpha site is a fixed shape. It is basically outdated as times have moved on since days of rigid web designs, but it is easier to learn and code when you don’t have to worry about how your site looks on a mobile (cell phone for all you Americans) or tablet or on a really wide monitor. Bootstrap will take care of all of that for me.

From there I don’t know if I’ll customise bootstrap further or go full pro and make a fully independently coded site for the final release. I guess it really depends on so many factors and I can’t say anything for certain right now.

Anyway, yeah, before I rambled a bit, when I make a comeback in early summer after exams I will bring with me a fully redesigned site that will really get things going again 😛

But this is still a couple of weeks away and in the meantime I am still working hard to get the gameplay working fully. soon

Seriously, expect something big next week. Going to really work at it this week as I don’t have too much else planned.

See you all then!

Week 33 – Future Plans

It has been a long week for me. A lot of stuff came up in my personal life that needed to be sorted out urgently. I’ve spent much of this week on the other side of the country chasing people for many different reasons. I lost 5 days this week due to that and when I finally got back I had all my usual stuff to catch up on, causing further delays.

This was all unexpected and I couldn’t have prepared for it, but I am sorry for these delays anyway. I am all too aware that my university course is going to start again soon and I know I need to get a lot of CCSO done before then. Everything IRL is sorted out now and my life is back to normal. I do have some interesting stories to tell though 😛

More Players!

On my travels I came across an old friend, a computer scientist. Back in early 2013 we spent a few months as friends and played games together. Our lives diverged after that due to our placement years and we haven’t spoken to each other for about a year and a half, yet when we met this week we acted as if we were best friends and had always been together. It was really weird…

Anyway, I told him all about CCSO and he was impressed, especially by the artists. He is a game developer himself and still uses circles and rectangles for his graphics. I have always wondered if our artists, Laura and Eld, are aware of just how awesome they are. While I have them, 99% of other developers have no one… It’s a sadly competitive world out there and I’ve only managed to get a leg-up by having this wonderful community of a multiplayer game as a startup.

Do any of you really realise how important you are to CCSO?

He liked CCSO a lot and is interested in trying it out. Told him it wasn’t ready yet but the forum version is playable and he wants me to get back in contact when a new game goes up. Lovely, another new player and another skilled user in the community… probably. He is a huge fan of games such as Mafia/Werewolf and The Resistance, so he will love CCS I’m sure.

Perhaps he will like the game enough that he will be willing to join us in the CCSO project? Like me, he graduates from uni this summer and will be looking for something to focus his time on. In terms of programming skill and experience, he is above me, but we can have a technical conversation without me getting lost, so in many ways we are on the same base level.

But even if he doesn’t want to join us, we both share friends with a number of other computer scientists and I’m certain we’ll be able to convince some others to play the game. Hopefully one or more of them will wish to join the CCSO team ^^

People say I’m too optimistic and that my ideas sometimes walk the border between reality and dream, but this attitude has gotten me this far already so I’m not changing 😛

New Concepts

Over the past few days, many new ideas have come to me, some my own creation and some from the devs I talked to.

1. Limited Game Mode

To make the multiplayer game more accessible to new players without them first playing the single player campaign, the number of components available can be greatly reduced. In Limited mode, the game is as normal except there are only a handful of chassis and weapons to choose from, and a digestible number of abilities to browse. Components will be chosen for their simplicity, unambiguous descriptions, and uniqueness. This will allow players to still experience much of the variety of CCS and learn the core game without being put off by the large number of components in the full game.

2. Component Statistics Neatness and Additions

The component stats page where it lists all components and ranks them in terms of damage per gold, range per gold, health per gold etc., could be setup in a large table with each column sortable. This would be a nicer display and allow a more interactive experience.

Additionally, a distribution for some statistics would be a great feature. Such as a range distribution for weapons, e.g. the number of weapons with 0 range, 1 range, 2 range, etc. Could help with players who create components, so they don’t make ones with insane stats.

Also could add the number of weapons that have less than x range. That way if you are say 4 range from an enemy, you can see how many weapons have 4+ range and so the chance of them being able to attack you.

Do this for all weapons and chassis for a variety of stats, and maybe something for abilities too (such as number of upgrades, average cost of an upgrade, damage per shot per round for offensive-type abilities and so on).

3. New Unit Creator Layout

I have never been happy with the way the unit creator has been. It is acceptable, but could be so much more manageable and fancy. Here is a possible future redesign of it:
(click image for full-sized version)

ccso unit creator v2

What you can see is at the top the components selected so far (Saboteur + B. Impact + Feint + Slot 2 + Slot 3), and the total gold cost is right of them. In the game there will be two buttons next to the gold, one for enhancements, and another to submit your unit. There will be a further button on the left of the top bar (left of Saboteur) that will let you view your unit’s stats. These buttons aren’t show in this picture.

On the left you can see a list of components. This is a scrollable list containing every component in the game, under headings. Components are highlighted red when incompatible (e.g. cost too much, or are air only and your unit is ground, etc.) and blue when selected [but the colours didn’t come out amazingly in the scan 😦 ]. Selecting a component puts it up in full in the right panel. The art and full text is displayed along with a button to select the component. If it can’t be selected, a message next to the button will tell you why and the button will be greyed out.

There will be a search feature somewhere on the page which will highlight components matching a search query in the list. This will provide a nicer experience and offer more choices for searching than the current system.

The words are only capitalised to make them readable on the page – my normal handwriting is pretty much unreadable – they will be written normally in the game.

Powered components are shown alongside the normal components. I know I missed out Mortar+, but you can see how it looks for Missile+ and Nitro+.

Clicking an equipped component at the top will display it in the right panel where you have the option of removing it from your unit.

Feedback welcome! 😀

The current unit creator was chosen because it was simple to code and that was where my skills were at during that time. It is actually very poorly coded and really isn’t that stable, although it does work. Since then I have gained so many skills and want to try something more advanced; but this will have to be in the future – right now I remain focused on getting the gameplay working…

Falcon Art

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Just look at that contrast between the engines and the wings! Pretty awesome 😛 Thanks ElDromedario!

Speedy is also on its way and you can see a draft of it in the Concept Art section of the alpha site. Also done my best to reduce the loading time of images on that page (total file size reduced by a whoping 99.5%), although the very first time you load the page it will be a little slow.

More art is always on the way!

Finally

Turns out I am moving house again in a week’s time. (gosh Key, y u move so mush? Because I am going back to University. Being at Uni means moving a lot.) So yeah, I need to pack and organise stuff this week, but I will have time to get back on CCSO and hopefully bring you some real content next week! 😀

See you then!

Week 32 – Going for 100%!

The database is rewritten. Now the table containing all the game data has about 2.7k columns. Such a high level of redundancy to prepare for any reasonable situation (hopefully).

I’m loving this new table already. It was a lot of work but is going to save me so much time in the future. It is much easier to work with and much more powerful.

This may be the last major update needed to the backend. Another could be required, but first let’s test the limits of this one.

New target:

By the end of this month (3 weeks away) I want the core game to be ~100% complete.

It seems like a large target, but I am confident this new system will be able rapidly add new components.

Modular Design

In previous programming I have always just coded in a way where everything is linked together in the code in such a way that removing one line would break the entire program. Now, there is nothing wrong with this way of programming, but I will not be writing this new design in this way.

One of the issues I faced with the old system is that all the code for components was heavily tangled together. When a new component had to be added or an old one updated a massive amount of work was required to understand the code I have written and then even more to make the changes without breaking everything else. It just wasn’t practical.

This time around I am coding with modules. That means I am writing sections of independent code (modules) that together form the whole program. The idea is to keep components completely isolated from each other so that adding a new component doesn’t require any major modifications to existing code. Also when I come to update a component I can easily find and edit the code related to it.

Faster Additions

Pretty soon this style of code should come into its own, with new components being added at a much faster rate than before.

The code is almost hooked up. Just need to do a bit more before I can start adding components.

Game Broken

The alpha game now uses the new system instead of the old one for new games. Unfortunately, the new system isn’t fully functional yet, so don’t try to test it quite yet :S

Old games will be directed towards the new code, but will not work with it. To play in an old game you must change the web address of the game screen from play2.php to play.php.

New games will not work with the old code.

This is basically a soft update to roll out the new code instead of my original plan of completely wiping the old stuff and starting fresh. Although I am sorry to mention that I did something stupid when updating the game and a few games were lost into the void of nothingness :\ Sorry if your game is missing!

Player Initialisation

What you will see when you view a new game (when a game is full and before any other player views it) is a screen telling about initialising players. This is a second stage of game creation used to simply simplify the code and reduce the load time of the game when signing up to a match. Tell me if any errors are displayed during this initialisation phase. As new components are added, the initialisation will become more advanced, so there is a higher risk of errors the more components that get added.

Once players are initialised you can refresh the page and the game will be there. Only the first player to view a game will see the initialisation phase and if it all goes well, they will only see it once.

In Other News…

Abilities page in the unit creator now massively sped up. Abilities load after the page loads. I will do this with the chassis and weapons at some point too.

Also, chassis display fixed. Artwork displays properly.

And talking about art…

Thirteen New Art Pieces!

I’ve figured out Laura’s weakness and have been using it to get her to draw loads of art! I even got her to draw one of the chassis ^^ (the rest are yours, Eld!)

grenade___by_laurasnake-d8d3lec shield___by_laurasnake-d8d3nb1 ap_shell___by_laurasnake-d8d3oqw binoculars___by_laurasnake-d8d3now missile___by_laurasnake-d8d3lzk blur___by_laurasnake-d8d3kuc blink___by_laurasnake-d8d3jpl nitrous_oxide_can___by_laurasnake-d8d3gqs c__saucy_by_laurasnake-d8ddbm2 nitrous_oxide_can__by_laurasnake-d8cpv49 self_destruct_by_laurasnake-d8curl4 ufo_by_laurasnake-d8cv485 thundercloud_by_laurasnake-d8cpoq7

From the top left, over to the right and then down:
Grenade+
Shield+
AP Shells+
Sight+
Missile+
Blur+ (such gold wow)
Blink+
Nitro+
Saucy Chassis
Nitro
Self-Destruct
Abduct
Thunderstorm

Be sure to thank Laura when you next see her!

The component pages are now starting to look quite filled in 😛 This hard work is finally beginning to pay off, guys!

This Week’s Plans

Finish off the new system’s core code.
See if new components can be added as easily as I want.

Should it turn out that new components can’t once again be easily added then I will have to accept defeat 😦 I have no other ideas for how to make it any easier or more possible right now, so instead I will turn my attention to creating the forum system while I try to figure out how I could make the game work.

But I don’t think that will happen 😛

See you next week!

Week 31 – Expanding

Thanks so much for all the testing and feedback! Together we have identified many more bugs to add to my hitlist. The power of community is immense. We’re not huge, but the amount of help you have been together is enourmous! I’m glad to have you all onboard 😀

In the component status display, you can see I have added a new section at the bottom representing completeness. This takes into account the art, so will only be 100% once all components are both blue-listed and have art for them. As you can see, we are coming up to 20% done. We have 23 blue-listed components and 21 lovely pieces of art.

And while we are on the topic of art….

Concept Art (maybe)

On the home page you can now see a link to concept art. This is a WIP and I may remove it entirely. But let’s see how it ends up when I get Laura’s concept art through.

More Art!

Talking about Laura, she made even more art for us! Woo!

ap_shell_by_laurasnake-d8ca8cj metal_plates_by_laurasnake-d8cfnv6 oil_spill_by_laurasnake-d8clseo

AP Shells, Armor, Oil Spill. Wonderful! And even though these art sections do appear to be getting shorter, I am no less amazed and extremely grateful for the effort that goes into these pieces and the time you spend making CCSO a better game. I have just run out of positive terms to describe how pleased I am 🙂

Second Artist!

SHOCK! GASP! WHAT?!

That’s right! Welcome ElDromedario! A second highly skilled artist who is willing to devote their time to CCSO. They wish to focus on the chassis and weapons and so far two chassis have been produced. Check out the Juggernaut and Power Hull!

Juggernaut Power Hull

They don’t display great in this blog due to their different dimensions, but be sure to check them out in the alpha game 😀 They are in there ready. Aren’t these just perfect or what? That Power Hull looks exactly how I imagined it, except ten times as awesome!

You know what having two artists rather than one means? Art coming out twice as fast and each artist’s workload halving. That’s right, ElDromedario, by helping us out with CCSO you now have half as much work to do. 😛

Seriously, this is more than I could ever ask for. I will work at CCSO and continuously improve it so as to never let you down. The game will one day be as grand as the art it holds.

And with this newest addition, our team is now:

Programming and Coordination: Keyholefixed
Music: Harmless
Artwork: Laurasnake (Abilities), ElDromedario (Chassis, Weapons)

Chassis Section Style

Further to the inclusion of chassis art in the game, I’m trying out a new style with the chassis layout. The art/text now alternates between left and right (land chassis only). I’m a little uncertain on it and it is hard to determine how it will end up looking without having all the art. But what do you think? Do you like it or should I stick to having all the art down one side?

DWHtx18

And Finally…

Progress has been a little slow recently, at least from your perspective. I’ve been rewriting all the backend code to make it easier to add new components. The previous(/current) system is just too solid to be flexible enough to easily add new mechanics.

The old database table used about 100 columns to store the game data, and I thought that would be enough. Turns out that is it difficult to work with. This new table I’m in the process of designing has ~2500 columns (o.O). This version offers a much simpler system for storage and contains very high levels of redundancy to enable it to be able to cope with a wide range of gameplay and mechanics. I can’t say if this will be the final version I need, but it is a step in the direction that will let me add a lot of new components at a much faster speed. I thank you for your patience 🙂

Once the table is designed I’ll go about translating it into SQL code the server can read so I can then add this table to the game. Should be awesome. Hope to have it all done and working this week.

See you in a week!

Week 30 – Alpha Release!

It’s here! And goddamn, getting CCS: Alpha online ranks extremely high in my list of challenges faced while making CCSO. I’ve never known something to be so complicated and have so many different things to it.

And then when I had it up it all crashed and I’ve spent the past 5-6 hours trying to fix it. I believe the site is back up online now and I’ll send everyone a private invite instead of just posting the link here. Please don’t share the link as I will ban any account I do not recognise. We need to understand how the site holds up to traffic and make sure it doesn’t crash again. Easiest to do this with minimal users 😛

This blog entry is empty and small this week as I’ve been so busy with the server. I’ll post a bigger one maybe mid-week if all goes well. In the meanwhile, here are the hundreds fixes from this week – I really worked hard to iron out all the smaller bugs in time 😛

FIXED BUGS:
* In the unit creator, chassis and weapon names now display correctly after being selected.
* Unit creator: Empty ability slots no longer display ‘Duration: 0’ but now declare they are empty.
* Unit creator: Errors are output better and when your unit isn’t made, it won’t tell you the wrong errors.
* Fixed a colour bug with the plus/minus buttons on the enhacements screens.
* Some chassis and weapons still referred to Specials instead of Abilities – now fixed.
* A bunch of minor things broke when I put CCS online. I think they are all fixed now, but we’ll have to see if anything weird happens. EDIT: The last server crash seems to have messed some stuff up again. The site generally works though. Will fix tomorrow.

ADDED/CHANGED FEATURES:
* Grounds units renamed to Land. (Mostly, anyway)
* Unit creator: nicer ability names display.
* The range enhancement, armor enhancement, Wall, and Blink changes in the forum CCS have been added to CCSO.
* Added a little surprise. I call him Godbot, and I’ll let you figure him out 😛
* Coded the old components statistics page! This is a nice addition, especially now that it will auto update itself when a component is edited or added.
* Chassis and weapons now have space for art.
* Powers and status effects are now output in the game.
* Can now purchase UP while creating a unit. Yeah, it’s a cheap addition. I’ll make it better in the future 😛
* (SHOULD be working) Rounds end after every player has hit the end round button. This is a temporary workaround while I figure out how to use a countdown clock to automatically end rounds and say how much time is left.

NEW BUGS:
* None? But the server is playing up a bit.

I’ll clear all the old game data tomorrow so all my old tests aren’t there.

Keep an eye out for spelling mistakes!

Fingers crossed this site is still up in the morning!

UPDATE 2014/12/29: Server is back online after crashing last night. Database issues fixed too.

Week 29 – Fast Month!

Whoosh! Over a month of free time right now. Progress will be much more rapid. This week should bring about the game’s release. It is basic, but it allows all of you to follow along with the progress as a live site instead of just reading these blog posts all the time.

If I told myself 30 weeks ago that I would have a functioning game by now… back when I knew nothing of web development and I couldn’t even tell my echoes from my alerts… I would have never believed myself and I would be questioning my sanity after being visited by my future self.

But seriously, I would have never thought this would happen. Although I am one of those people who is acutely aware of all their strengths and weaknesses, I was still doubtful over whether or not I would succeed in this. When you have a game this huge and complicated laid out in front of you and you have no skills to deal with it, you know, it’s a little daunting.

Yet I am disciplined enough to know not to celebrate early. The game isn’t fully done yet and the sheer amount of work left is enough to make anyone run for the hills! But if everyone gave up when times got tough we would still be living in caves.

We come a long way since the start. Let’s not forget this isn’t just me here. Harmless and Laura have been amazingly hard working and we are very fortunate to have them on the team 🙂 Harmless has been a bit quiet recently with his music but says he can make much more soon. Laura, on the other hand, has crafted another four masterpieces:

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From top left, Sight, Grenade, Bugcatcher, and Radar.

In preparation for the coming alpha release, every art piece has been added to the game!

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I’m getting pretty good at this web design stuff now.

Anyway, talking about alpha, yes it is supposed to be out next week, and it should be. I’ve made a list of everyone who will have alpha access. It includes everyone who has expressed interest in CCSO for an extended period of time. If you think someone is missing, do send a message.

  • ATimeParadox
  • boomerg
  • bowserjr
  • cheesecoffee0
  • ElDromedario
  • glimmer
  • Halpo
  • harmless
  • josephvl
  • Laurasnake
  • NeroZero
  • retry
  • sirboomalot
  • Supersausagedog
  • smittywjj
  • THEFANG

That’s 16 people, plus myself. I ask you to refrain from inviting others at the moment – I wish to keep CCSO:Alpha restricted for the immediate future.

Further to the inclusion of art, I have added a basic navigation system around the site to make it possible to navigate – before I would just type in address names to navigate pages lol.

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I’ll setup a second blog post when the alpha goes up so there is somewhere public to track and post bugs.

Like I said last week, this update would be small. I have been very busy this week. The dissertation is done, and I had to make presentation too that will be assessed at the university late in January. I’m back home now. But this does mean I’ll be able to work on CCSO full-time for the next few weeks ^_^

I want to touch up a few parts of the game and perhaps add a few more components before I try to get the alpha game online. I still aim for it to be done by this time next week 😛

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As I look back on how far the game has come, I wonder if in two years from now I’ll look back on this blog, possibly abandoned as things move on, and remember how CCSO all started?

In two years the current CCS setup may be completely dead as everyone would have moved over to the new version. The game there will stop being updated as CCSO comes into existence. It will be frozen in time. I wonder what all of us will feel as we rediscover the game long into the future.

Sigh, is reminiscence a positive or negative feeling? It’s like a mix of both.

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See you next week with the alpha!

Week 28 – A Great Week!

You could probably tell from the jolly tone of the secret mid-week post (Week 27.5 – CCS Trivia!) that I am really happy! Today I bring you all good news: a bunch of bugs have been fixed, loads more art is included, and new components have been added!

In the componet list (view) the following statuses have upgraded to Green or above: Hydro, Pave Low, Bunkerbuster, Puncture, Stinger, Icicle Launcher, and the Stun Gun. Shocking, isn’t it? Well there are almost 200 components to add, but this is a start. And yeah, I’m adding them in difficulty order xD Some of them are going to be real bugbears to make work, so I’m leaving them ’till last.

Art

Talking about starting at the easiest and working up, Laura has been busy this week with the art; totally not because I’ve been pestering her continuously 😛 Six new abilities have now been graphic’d! Thanks to NeroZero for some of the suggestions too!

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From top left across: Blink, Blur, Bomb, Heli-Propeller, Reboot, and Reload. Awesome.

A Colourful Health Bar

On the topic of graphics, check out this funky health bar – I’ve got it changing colour as it depletes.

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Are all the colours clearly differentiated on your screens? Every screen treats colours differently and everone interprets them differently, so if two are too similar or one can’t be differentiated from the red depleted area let me know!

Upgrade Names

“Upgrade 3 on ability X is awesome”…

Nothing like talking in numbers. One idea I have had for a very long time now is adding names to every upgrade. It would add more atmosphere, but I’ve never done it because of the limited space in the current CCS forum system – it would make many upgrades span two lines and therefore make the pages of abilities even longer and more threatening to new players.

Have a look below. Click to view full size. Pro tip: middle mouse click to open the image in a new tab. I’ve been browsing the web for years using the middle mouse button 🙂 Works wonders!2fkzXCG V6iN5OU 3qpw7GhWhat do you think? Only a handful have these names at the moment. If you don’t like them I’ll just take them out, no problem.

Full List of Changes

(since last week)

FIXED BUGS:
* You can no longer vote for dead players.
* Dead players do not get a vote and cannot activate abilities.
* Fixed a really odd bug that stopped some players using abilities because the system was mididentifying the user.
* The second player to join a game can no longer be hit with a single vote. Strange, I know. You seriously can’t make these bugs up haha.

ADDED FEATURES:
* Health bar now changes colour as damage is taken, transitioning from green through yellow and orange to deep red.
* End of round votes are now stored.
* Past round votes and level up screens are now visible.
* All players can see their own level up screens.
* Seven new components added.

NEW BUGS 😦
* Votes do not display instantly to all other players when you make them…
* If you customise a unit and then customise it again before submission, it charges you extra gold. o.O

Busy This Week

And while we’re on a negative topic…

This coming week I’m going to be extremely busy. As some of you may know, I’m on my placement year at university right now. Next week is my final week (HORRAY!). But this does also mean the disseration I’m writing as part of my time here needs to be finished by close of play Friday. This might mean staying a couple extra hours at work each day to finish it. There isn’t that much left to do, but I don’t want to underestimate it.

Then, next Sunday I’ll be moving out of this house and going back to my family for a month before university starts again. This means on Saturday I’ll be running around like crazy packing all my stuff and saying goodbye to the wonderful friends I have made down here. This is the last time I’ll be in this area. Sunday will be spent almost entirely on travel, unpacking, and catching up on everything back home.

So probably nothing major is going to be posted next week, but I’ll try my best. After this however, I’ll be fully free for a month, so there will be very rapid development. Oh, and the Alpha release in about two weeks from now 😛 Should be golden times for CCSO.

In February I’ll be starting my studies again, for the final time. I graduate from this four year course in summer. During the semester things will go kinda quiet here for CCSO, but I’ll see if I can get our musician and artist creating plenty of work to keep this active 🙂

Breaking the 200 Hit Limit!

But let’s not end this post on a low now haha.

Yesterday we smashed 200 blog views! How do we keep picking up so many? I’ve been trying to work out how many weekly visitors we get and it seems to be about 25. That’s over three per day 😮 Lovely!

Anyway, tally-ho! Onwards to 1000!

Alpha?

Yeah, it’s going to be on time. The game is almost good enough to release right now 😛 There’s just a few more things I want to change and a small number of bugs. This will be the last week of work, for after this week I’ll be focused on getting CCSO online and public.

I really don’t know how hard putting it online will be… Like I would optimistically imagine all I have to do is press a button and it’ll be up; but I know this probably won’t be the case and a  lot of technical playing around, googling stuff, and throwing things at walls will likely be the route to success.

Well, we’ll see what happens when that time comes. See you all next week!

Week 27 – Everything is Awesome!

Everything is cool when you’re part of a team… [not too late, am I?]

Massive Strides in Game Progress

FIXED BUGS:
* Dead units coming back to life with ridiculous health quantities.
* Only being able to select your latest design to play with.
* List of signed up players to a game now works as it should.
* If two players had a unit with the same name, the game broke when the second player selected this unit.
* Movement now defaults to 0 at the start of every round. So if you moved up 3 last round, you won’t unknowingly move up 3 in the current round by not submitting movement. Same for votes and abilities.
* Certain usernames could completely cock-up the game. Added a layer of protection against this.

ADDED FEATURES:
* Game dynamically generates a list of players within your min/max range for you to vote for. There is an optional abstain choice.
* Attacking works! Players with more than two votes will be attacked.
* Your unit on the battlefield is now bolded.
* Made the layout more spacey and added section titles, moved a few parts around, and created guidance text (see below pic) to offer a reminder to new players on how to play. All part of the scheme to make CCS more welcoming. At some point I’ll offer an option of disabling this text so veterans don’t have to see it.
* Actions are now displayed. (your movement, vote and abilities).
* Level up display added.
* Can now cancel votes and abilities. Abilities can only be cancelled on the round they are activated on.
* Health bar! Woo!

KNOWN BUGS/MISSING FEATURES:
* Votes are not listed or kept past a round.
* The level up screen only displays to the user who ends the round :\
* Rounds do not end automatically.
* Unit powers and status effects are not shown.
* You can play games without them being full. (but this is a great feature to test games with so it will be the last thing I fix :P)

No video this week as the game basically hasn’t changed. It just works a lot better now. But here is a barrel load of pics (click for bigger images).

1. Full game screen as current.

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2. Level up display. All numbers are fully functional.

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3. Working signed-up list for games.

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4. Fully working health bar, close up. The full bar can be seen in the first pic.

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Pictures are amazing aren’t they? 😛 No new components have been added to the game yet… and those last few bugs need to be fixed. Other than that the game is ready for Alpha pretty much. I still want to make the site just a tad easier to navigate before the Alpha release but that won’t take long.

Following from this, does anyone know of a good php web server host that is fairly cheap and can support the game? Something that doesn’t have too huge of a restriction on computer time or database size would be good. I’ve been reading reviews and http://www.siteground.com/ comes out on top by far. Has anyone ever hosted with them before? What are your thoughts? Are there better hosts out there? Siteground does offer a money back guarantee… tempting. I read through their entire ToS earlier today and they don’t seem that bad. (yeah, I’m one of the few people in the world who actually reads ToS’s… but only when I am risking my own captial haha.)

Anyway…

We Have Passed 100 Views!

Since the week 24 post, we have reached over 100 blog views. In fact, we reached 100 last Sunday, and right now we have 141 views. They are increasing really fast now we have established a presence.

Oh and there was a massive spike in visits on Thursday. Were you guys expecting me to release another mid-week update? 😮 Unfortunately, they will be quite rare…

More Art!

So many pics this week, wow. This is a pretty major update.

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Missile and Far Sight 😛 Thank our awesome Laura!

The blog background has been updated, as I promised last week, with all this art. It looks so awesome 😛 I’m sure you have already noticed it.

Progress Sheet updated saying with these two new pieces. Although no component statuses have changed colour this week 😦

This Week

The previously mentioned bugs will be fixed and a bunch of components should be in the game.

But with everything programming… you never can tell what is going to happen.

I always try my best for your guys though 🙂

Three weeks until the alpha, will it be ready?

Certainly seems so. If all that is left are a few bug fixes and adding a reasonable set of components, then there isn’t that much work remaining. The alpha release is definitely in sight!

An early alpha release is even possible if things go swimmingly, but I wouldn’t hold on to my boat for that one. Might just get shipwrecked yet…

Week 26 – Anyone Have Any Bug Spray?

BUGS EVERYWHERREEEEEEE!!!!!

And these ones do not make a satisfying crunch when you squish them. They are more the gooey type. ;(

Game [mostly] [kinda] Works!

Well. Yeah. CCSO does work, but it doesn’t work work.

This task of creating a playable game is much more complicated than anything I have done before. As I reach new skill levels, the bugs level up too. My ability to code in these languages has increased sharply over the past 26 weeks and still continues to rise, and this has meant I have been able to code more in less time. What took me an afternoon 6 months ago now takes me 5 minutes. But that was because I wasn’t expanding my horizons…

Now I am heading towards what will turn out to be the most complex part of CCSO, there are many new bugs. Ones that I have never seen before and have no idea how to fix. I’m gradually getting there, but I have fallen a tad behind schedule. However, I have managed to get a system working at a base level. In fact, this system has a lot of the final features already in it – there are only a handful missing.

Video!

The damage I select is damage to deal to myself. I have been using it to test the damage mechanics. The abilities do not work right now, but the cooldowns do. I know the video looks like it was a bit rushed. It was. I wanted to get this out on time. A higher quality and more final version of the alpha game will be shown next week.

What this video shows:
* Creating a game.
* Joining a game.
* Viewing the game.
* Selecting movement.
* A dynamically generated battlefield.
* Taking damage correctly – both normal and AP (armour-piercing) damage.
* Round Updates. E.g. health and damage upgrading, 5% heal, UP increasing, cooldowns decreasing, etc., etc.
* Unit death and removal from field.

What is missing:
* Interaction with other players (e.g. attacking, using abilities.)
* Abilities. No active abilities work currently and they cannot be upgraded.

So overall, it isn’t actually that far off a full system. And even though the work fell short of the target, I am happy that I have managed to conquer most bugs and have learnt from them. These skills will help in the future.

Besides, if everything worked first time, where would the fun be? 😛 The satisfaction you get when you squish a bug… haha, it is almost as satisfying as when you do it IRL.

Progress Sheet

So my original plans for the Alpha release when we first discussed it was to have a very basic prototype game with a few of the simpler components in it. It actually looks like this target will be superseded should these bugs leave. There are likely to be many components available.

Rather than filling up this blog with a list of components that are in the game, I have instead created a PDF that displays the progress of all components in a visual form.

Find It Here

Each component is coloured according to:
RED = not in the game or very faulty. Can’t use this component.
YELLOW = partially added. Has bugs, is non-functional, or lacks full features.
GREEN = Is in the game. Usable.
BLUE = Is in the game AND has been tested to a basic level.
(the red is very dark and the green is fairly light, to help [I hope] anyone who has red-green colour blindness.)

Components should drift towards all being Blue over time. However, if a Green or Blue listed one is tested and a bug is found, it will revert to Yellow, so there is a chance that some components could go backwards.

In addition to colours, an A is added to components that have art.

Next Steps

1. Fix the bugs.
2. Make the game fully functional.
3. Add more components.

Perhaps there will be a better video next week 😛

Background of the Blog

You may have noticed the new blog background. I was only trying it out – it isn’t staying. When more art comes out I will replace it with a collage of component art.

Is Alpha Going to be On Time?

Probably. I’m sure I’ll figure it out.