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Need Alpha Testers for game / feedback / module ideas


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Posted (edited)

Hey guys I would like to ask for any free time you might be willing to lend to the development of my game Grindfield @ http://www.simplerts.netai.net . Maybe even also a collaborative partnership with any Trusted* forum members or those with recommendation from trusted members to help develop more code / modules fix deprecated things like mysql_ .

If anyone is interested in collaboration you can inbox me here. Anyone is welcome to play and give feedback here or on the forums there.

Thanks in advanced for anyone who gives it a go!

-Ayern

Edits:

5/22/14

Working on buildings.

Added db table `building` with Castle, Barracks, Wall and updated registration.php to include it

Materials can be found while grinding mobs for experience and use to upgrade buildings. Organic Metallic Radioactive & Darkmatter

Castle levels unlock research into food and gold income upgrades

Barracks levels unlock research into better damage and defense for PvP

Wall levels increase PvP defense and decrease unit loss*

Edited by Ayern
Updates
Posted

Hi,

I've been playing for some time, got the user Hijack3r.

I like your game and so far the only problem I found is on the gogrind.php. If I have like 200 mobs to kill and I start pressing the button to kill them "submitting" for every mob after a while the server returns time out and the website stops responding.

Error: ' The connection to 'www.simplerts.netai.net' failed.

Error: TimedOut (0x274c).

System.Net.Sockets.SocketException A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond 31.170.161.116:80'

 

Plus my finger starts to hurt for that much clicking :)

I suggest you change the mob killing mechanism for something like this:

1. As a user I would like to specify how many mobs I want to kill.

2. For 1 mob to kill takes 1 second, if I want to kill 100 mobs I must wait 1 minute and 40 seconds.

Hope you like my suggestion.

Keep you updated once you get the website back online :)

Posted (edited)

Hazard - thank you for your quality feedback. I did have everything on user entry..and then i switched it to the buttons.

First mob button gives a little exp

Second mob button unlocks after enough exp gained - gives a little more exp per click

Third mob button unlocks after exp gained - moderate exp per click

Last mob button unlocks roughly 1/3 to your next level - mass exp per click

If I simply let the user enter they would like to grind 1,000 times and if 754 mobs in they level up - - when and how would i throw in a check to see if they have enough exp to level up as I dont want to reset there exp to zero if they have an extra 346 exp after gaining 1000. So I made it buttons and the game balance seems to fit.

I suppose the clicking is excessive on the server and player but I would like the gameflow to not increase in speed and I fear user entry boxes would do just that.

Thanks Wrux. I like the shadow on the header/nav. Much less cut and dry then just text. As I am no CSS wizard perhaps you could point me in the direction of a quality CSS tutorial or give a suggestion? I've considered image buttons but when i get everything i want coded in I want it to be as lightweight as possible, i didnt think shadows would be so cumbersome.

Edited by Ayern
Posted (edited)

Well I suppose if more than one person says something its more than a matter of opinion. Changing.

Sorry guest I can't do skype. DSL wireless and its raining.

Edited by Ayern
Posted
If you could put 2 hours of design into my css I think I would love you forever. Not to mention promote the hell out of Splash too. I feel like a fumbling fool inside of a style file.

Well I need a different way to contact you? Skype or something or do you suggest something else? PM is too slow here, I'm happy to help!

Posted

Some content changes and rebalancing. Buildings page is 98% complete. Need to add the bonuses to appropriate pages and code in the barracks as well. Material gathering is coming along better, I think it is pretty close to where I want it. Swapped turns,gold,food update to 15 minute intervals instead of 5. Lots of other tweaks I can't even remember...

Posted
Aww I was lvl 12 an you deleted my account :(

Im sorry wrux :( If I don't then your account would be broken when trying to view new stuff.

This will happen any time something major is added or removed from the database so all accounts are created equal. Again i'm sorry but I thank you for being an alpha tester and would like to see you back in it!

Posted
Im sorry wrux :( If I don't then your account would be broken when trying to view new stuff.

This will happen any time something major is added or removed from the database so all accounts are created equal. Again i'm sorry but I thank you for being an alpha tester and would like to see you back in it!

It's cool man, I like your game & I know resets are guaranteed because it's in development

Posted
It's cool man, I like your game & I know resets are guaranteed because it's in development

I hope the text-shadow is sufficiently subtle :P I'm very glad you like it and i'm interested in more of your input too. Soon i'll be writing the rest of the class areas besides grinding for the "Grinder" class. There's going to be a "Skinner" for leather/hides to use as a "Leatherman" to make leather armor. "Miner" for ingots. "Armorer, Weaponer" use ingots for Armor and Weapons respectively which is going to be a cheaper way to get units equipped and with better gear and then the special "Herbalist" will find herbs and use them to create timed buff potions. All of these classes will have their own levels and experience representing their progress just like Grinding right now. The layout will basically be the same with buttons on the bottom and output on top. Classes will be unlocked when the previous one reaches a certain level giving the user more to work toward.

All of which can wait until i'm less drunk.

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