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.
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.
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.
