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 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!
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:Â 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?
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!






























