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Posted

Hi,

Sadly this forum is not as active as it used to be in the past, therefore Im reducing my own activity here.

I would still keep you updated and will post the project progress every now and then.

Latest updates:

* several research/craft/train projects can now run at the same time when the player has enough extra buildings of the same type available (aka 2+ Barracks)

* buildings can now have a unique pending image, defined in modules.data

* Users now have a level, experience and trophies (no effect yet)

* Usernames are now unique (mixed lowercase, uppercase etc. registration disabled)

* Hybrid harvest/storage buildings implemented

* Unlimited resources that require no storage building implemented

* Fixed a minor security issue

* Replaced most text inputs with HTML input slider (Mobile First)

* Restyled resource bar a bit

* Building/Upgrading duration can now be accelerated by investing more Workers (or InputResource

in general).

Expect finished Combat System, Ranking System and Map System before springtime!

https://sourceforge.net/projects/d13/

  • 2 weeks later...
Posted

Latest updates:

V012 * player accounts now gain experience through building, upgrades & researches

* player accounts now level up - this affects league ranking

* player accounts are now divided into leagues to measure their power

* Added player status and league pages

* Total Army stats now shown during army setup

* Added optional Fuel resource cost to army movement

* Added randomized terrain tiles to the city view

* Marching units now shown in the Warfare type building as well

* Players can send one army marching per Warfare building they have, multiple only

possible with multiple warfare buildings

* Shield system and Newbie Protection system implemented

(inclusive configuration options for various shield types)

* Refactored all build queues into own class

* Restyled the representation of queues utilizing a overlay panel

* All active tasks (craft/train/research/armies) an now be cancelled, either from

the queue overview in the town view or directly from the building itself. buildings

and building upgrades can also be cancelled - but only from the main town view.

* Some resources are now automagically produced if the admin wants to.

* Indirect/Multi upgrades now possible

(each technology can now affect an upgrade, that upgrade can affect either

one or more units or one or more buildings)

* Lots of Bugfixes

* Optimized/Optional templates caching

* Added caching of template files

 

Posted

Latest project updates:

V013

* Basic Combat System implemented, this covers:

* Different types of attacking an enemy:

- Basic Attack (Resource Raiding in progress)

- Raze

- Conquer

* Gain/Lose Trophies when attacking/defending / Gain Experience via Attacks

* Conquer (capture) enemy towns implemented

* Raze (destroy) enemy towns implemented

* Leader (hero) units implemented

* Leader required for certain attack types implemented

* Limited units implemented

* Critical Damage implemented

* Situational combat modifiers implemented

(units can now acquire special bonus when attacking/defending)

(some units can grant a special bonus to the whole army)

* Flexible attack types implemented

(the admin can define new and unique attack types, the basic game comes

with several different attack types).

* Units feature a movement type (ex: ground, sea, air) and combat types can

be limited to certain movement types as well.

* Players can now optionally gain experience by crafting components or training

units.

* Optional (Fuel) resource cost for armies can now also be a component (that

must be crafted first).

Posted

Lates project updates:

It's a bug-fix update this time - tons of bugs have been removed including many regarding the combat system.

preparing another round of refactoring. after that: spionage, sabotage and finally the map.

V014 * Added extended tooltip system

* Tweaked a few CSS styles

* Fixed a few minor bugs

* Minor GUI adjustments

* Minor Performance issue

* Messages now filterable in groups

* Sliders now disabled if you cannot craft/train anymore

* Double-click Slider to set it to the maximum amount

* Researches are removed from the build list if you have researched max level.

* Modules are removed from the build list if you have built max instances.

* Lots of combat system bug fixes

* Preperations for next update

* Preperations for refactoring

Posted

Real Life slows development down, nonetheless here are the latest updates:

Most important, the d13 Project is now also on Github: https://github.com/CriticalHit-d13/d13

V015

* Added CKEditor for messages

* Added pagination to league ranking list

* Frontend Checking of Army Integrity finished

* Fixed a bug that allowed to build more buildings than possible

* Fixed a few alliance bugs

* Technologies costs and requirements can now scale according to upgrades

* Fixed calculation of attribute upgrades

* Users can now select an avatar according to their level

* Refactored all remaining procedural pages into their own classes

* Added Technology class

* Added Component class

* Moved top-navbar to bottom - layout is now "full window"

  • 3 weeks later...
Posted

The project is now V018 and a bit of refactoring has been done in order to make it a bit better (or "less bad").

Attached is a video that shows how the project currently shapes up.

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