I’m not dead

 

BackI’m not dead. I’m not sleeping. Well… I was sleeping, but I definitely wasn’t dead, so put down your shotgun, I ain’t no zombie.

 

Finally Made it Back…

Hi everyone! I’m here again… again. As you may have remembered I’ve been away completing the taught courses of my doctorate for the past few months. My studies are now finished and I’m on to the actual project. That means free time. Lots and lots of free time.

I’m going to keep this post short and to the point, so excuse the briefness 😛

I’m excited to be back ^^ Been looking forward to this moment for so long!!!

But after thinking about CCSO a lot I have decided to make some changes for the future:

  1. Future development will focus purely on the core game until it is complete. Anything extra can come later.
  2. A working demo with full component features is priority.
  3. These blog posts aren’t going to be every two weeks anymore. Instead I will post them when I have news to post, and each post will be focused on a single topic.
  4. These posts will also be a lot shorter.

These will help streamline development and this blog 🙂

 

There is further good news too!

My doctoral project is pure programming. That means I’m developing my programming skills all the time now. CCSO will benefit greatly from this. Faster programming and a higher quality codebase.

I’m really, really looking forward to seeing where the future takes me. CCSO is a large scale project and since starting it I have realised that I’m really dealing with a massive challenge here… But I’m optimistic that I can make it to the end and share CCS with the world!

 

I’m not sure when the first true update will appear on this blog. It is going to take a while to get back in and sort everything out. I am also attending a short summer school later this month with the other people on my doctoral course including the years above. The week and a half looks pretty packed with conference-like options during the day and huge social events at night. This is at the end of next week and will last until early next month.

It’s based in the battered stormy and foggy isolated coastal town of St Andrews (woah, enough adjectives for you?). I was there for three months back in Autumn and it is really a unique home. It’s a tiny place full of ancient (some older than half a millennium) structures. It had some huge storms when I was up there and there is thick fog that can appear or disappear in minutes. (have I convinced you to visit yet?) I’m nervous and excited at the prospect of living in the place again 😮

cathedral-at-sunset1The remains of St Andrews cathedral. It really does look this good irl.

 

Anyway, I’ll work my hardest and hope to get a real update to you soon!

🙂

Week 36 – The End of CCSO :(

Today is the last update.

But we’ll get back to that in a bit.

 

I’ve been playing around with the upgrade system for abilities. It’s been frustrating this week and I’ve not managed to get nearly as much done as I had hoped. Even the simplest of things take a long time sometimes. This hurts me a lot more than it pains you as I have this huge project laid out in front of me and if I spend so long doing one tiny part of it, it is going to take forever to finish. Really demotivational.

But that is what has been happening since the start. There have been fast and slow parts, and usually it is the parts that should be fast that take the longest and the long parts that end up getting done pretty quickly.

For now though I have added a basic system for when you upgrade an ability the main arena page shows the upgrades above the ability text. Yes, it is crude. I was just trying it out to see how it would work. In the future these upgrades will be listed more compactly and the text will update to reflect these purchases.

Try it out and tell me if anything weird happens ^^

 

Art!

owVV8eR 9dnwOze

These look a lot better on the alpha site 😉 Thanks Shoopadoo for Magma Missiles and Tempest! I have long since exhausted my vocabularly of positive words. So yeah… these are very, very, very, good. That will have to do for this week 😛

 

Anyway, now what you have all been thinking about…

CCSO Shutdown

CCSO isn’t completely over don’t worry. I’ve just been using strong language to keep you engaged here. I’m as sly as ever.

But CCSO is going to pause now until the summer (about 4 months). I have classes at uni again and may not be able to keep up with weekly updates. I know my aim for today was to have a working playable game. And yes, in many ways I have done that, but we have fallen massively short. My inexperience has really shown over the past few weeks. This is more complicated than I first believed it to be and has required a much greater amount of work.

It’s all a good learning experience, but it isn’t the best production experience.

But Some Good News

I actually seem to have much fewer lectures this semester than I thought. I may actually be able to devote quite a bit of time to CCSO still. This doesn’t mean regular updates though so shhhh.

I have had enough of playing around with the core game for now. I really need a break from it to keep my motivation up. I have a new plan for the coming months, see what you think:

  • Massively reduced update frequency.
  • Focus on redesigning the site for the Beta version.
  • Addition of all the sections in the final game (although some will be blank) and a working forum.
  • Brand new unit creator based on the sketch I put a few weeks back.

The redesign of the site will use all my new skills from the past few months and will make it compatible with mobile devices, tablets, and all screen resolutions. You may notice at the moment that on a screen with high-resolution there are empty regions down the right and left of the alpha site, and the site isn’t mobile friendly at all.

Wait, do all you Americans call mobile sites cell phone sites? I have never actually thought of this before. Since you don’t call mobiles as mobiles, you also don’t call mobile sites as mobile sites? Hmm, get back to me on this one. I’m pretty curious.

Anyway, yes, this new site will be carefully designed to work on all devices. I have those skills.

I am going to make the site actually look good. The current core game may have some minor updates as I already know now that I’m too addicted to actually get away from it completely. But it isn’t going to be the focus of work. Of course, if things go really well and I have time left after everything else before summer, I will get back to it.

I’ll be sure to post the odd major update here and there as I make progress. Probably in the form of videos. And I’ll keep our artists and musician making stuff when they can and will showcase it perhaps weekly still.

I won’t be able to tell you the exact date that I’ll be back to normal work on CCSO, but it is right near the start of summer.

 

A Reflection – in FAQ style.

Should I do the same as you and jump straight into a many-year project using languages I don’t even know?

No. lol. It has been fun, I’ll admit that. But the only reason I am still doing this is because of you guys. If you don’t have a hell of a lot of willpower yourself and a supportive community behind you, then you will fail. No other way. Just don’t follow in my footsteps.

Instead start with smaller projects and build up your skills before trying something so big. I guess in some ways I regret my decision, but in other ways I’m glad I took this challenge on. But definitely, this has been the hardest thing I have ever done in my life. It has stretched my skills to their very limits and changed me as a person.

How does it feel to be a game developer?

It feels really awesome. I, like a lot of young men, was struggling before to find my place in life and actually give my life meaning. It just kind of felt like I was going along with the flow of everything without ever achieving anything. Many of you are still too young to experience this, but once you have spent a few years living independently with the whole world as your playground, you soon start to feel very small.

Everyone needs some kind of meaning to their life, something they are proud of and can focus their time and energy into. CCSO is it for me. If you are reading this and feel like your life has just stagnated completely, try a personal project. It will really help. I actually think a lot of people go through this phase. I know it is particularly common in young men, but probably most people will experience it at some point.

Game development itself it pretty cool. It is so rewarding to see people playing your game, even if they only send you bug reports. I wouldn’t give this up for anything 🙂

 

Eh, those are the only questions I can think of right now. But I still have much more to talk about.

Weekly updates. Yes, no. My work between weeks has been inconsistent in terms of what you see. I think in the future I may knock it down to every two weeks for updates so that the updates are larger and more consistent between weeks. It can also be stressful on busy weeks to still get content to you guys.

And er… apparently I didn’t have much more to talk about. Hm. I think getting away from this project and focusing on other things for a while will actually do me a lot of good. Breaks are good.

 

TL;DR

What are you playing at? My blogs are awesome. Read them.

  • Fewer game updates for ~4 months.

  • Not focusing on CCSO for ~4 months.

  • Will still be working on it though. CCSO isn’t ending 😛

  • Huge update in summer featuring redesigned site with full features.

See you all… soon.

 

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

FT8VH5

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 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.

————————————————————————————————

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