Dayo Posted December 19, 2016 Share Posted December 19, 2016 What are the chances of getting it on git or bitbucket? Kind of want to take a peek under the hood, but in 2016, I shouldn't need to download anything to peek. You can still see the code, https://sourceforge.net/p/d13/code/ci/master/tree/ but i agree github would be alot convenient for most developers Quote Link to comment Share on other sites More sharing options...
Fhizban Posted December 19, 2016 Share Posted December 19, 2016 soon guys, i use SF to promote this early version once matured, the project will move over to github the code isnot the best btw, but it does its job Quote Link to comment Share on other sites More sharing options...
SRB Posted December 20, 2016 Share Posted December 20, 2016 You can still see the code, https://sourceforge.net/p/d13/code/ci/master/tree/ but i agree github would be alot convenient for most developers Cheers Dayo. I've never been a fan of SF, so never actively used it - therefore, totally oblivious to how to access anything. Even yesterday, I only registered a Download ZIP link. Quote Link to comment Share on other sites More sharing options...
Fhizban Posted December 25, 2016 Share Posted December 25, 2016 a few updates including building upgrades and changing images of upgraded buildings: Quote Link to comment Share on other sites More sharing options...
Fhizban Posted January 2, 2017 Share Posted January 2, 2017 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/ Quote Link to comment Share on other sites More sharing options...
Fhizban Posted January 10, 2017 Share Posted January 10, 2017 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 Quote Link to comment Share on other sites More sharing options...
Fhizban Posted January 16, 2017 Share Posted January 16, 2017 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). Quote Link to comment Share on other sites More sharing options...
Fhizban Posted January 21, 2017 Share Posted January 21, 2017 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 Quote Link to comment Share on other sites More sharing options...
Fhizban Posted January 26, 2017 Share Posted January 26, 2017 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" Quote Link to comment Share on other sites More sharing options...
Fhizban Posted February 13, 2017 Share Posted February 13, 2017 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. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.