March 31, 2008

100th user

Last Saturday, the 100th account was created on SCF.

Apart from that, I added highscore displays recently, so you are able to check who has collected the most points. This works pretty well, and someone already has more than 1700.

I'm thinking of splitting up users to different teams. Blue cubes vs Red cubes for example. Teams can play to get the highest score (per player, of course), and things like that. I'm not sure about this tough, but I'm already making a system for this, in case people like the idea.

I guess that was it, for this update. I'll make some screenshots of the new features today, and I will post them right here.

March 23, 2008

Progress

Okay, I'm working much on the final version lately. The new data transmitting system is nearly done. The incoming and outgoing data is 200 times les than in the DEMO. The idea of this is that every player moves less laggy, and the server can handle more players now. Still though, it is not perfect yet, but I won't change it, because people want to see the next version, and I want to get it done soon too.

I want to add some new functions in the coming update too. This means that after you 've logged in, you will get a new screen. Not sure what I will make, but here are some ideas:

- News bullitins: The news system makes me able to post some bullitins, that everybody can read after logging in.
- A status screen, with your score (yes, I allready have made cubes you can pick up)
- Highscore list
- Friend system (not sure I have time for this): Add friends, look whether they are online or not, and where they are in the (almost) big world.
- Of cource, with the friend-position system, I need to make a sort of world map.

I'm sure the news system will be build in, and the status screen as well. Perhaps the highscore list too, and, when the other things are done, the friend system. Not sure yet, because appart from searching them on a map, I don't really see what you can do with it...

As you can read, I've much to do. But before I'm making all of this, I want to enlarge the world first.

Signatures
If you want to support the game, you can add one of these images to your signature (place the URL between the [img] and [/img] tag):



http://home.hetnet.nl/~tijn_kersjes/SCFsig.png
The standard signature image.


http://iphonephp.com/Tijn/SCF/scfnewsbox.php
This is a dynamic image. The text on the image can be updated very easy by me.
So this picture is always up-to-date!

March 9, 2008

Soon: the final version

I decided to stop working on the current level. Instead, this is the testing area, so if someone finds a bug, please report it.

Starting from the scratch, I make a complete new world. Also a higher one, so you can go in every 4 directions, not only to your left and right.

Seems that the engine works well, most of the bugs are fixed, unless there are some unknown ones. Score system needs to get build in, and probaly some enemies too.
If those are working well, I'm ready to get started on the final version of SCF (of cource, this does not mean it is finished, there will always be updates, I just mean that we leave the demo stage).

March 6, 2008

Admin gadgets


Probaly not so much for you, but I and Tim have new admin gadgets. This includes a remote control for all electronic objects in the game, such as doors. And, my favority, a sort of jetpack which makes us able to fly trough the world (all to help people, not for fun of cource :P ).

Anyway, the admins will get some more gadgets to support players in game. This can be simply done by answering questions, or to help them on teamwork-based places when nobody else is arround.

The admins can be reconized by their green color.

March 3, 2008

Accounts and teamwork

The new version of SCF includes the use of real accounts, you simply create one, and log in with it. Just like you are used to I guess. With the account-feature comes a chat update as well, by typing /user you start a Personal Message mode with the entered user. By typing a / you will be in public chat again.

I've also added the teamwork element, it was already planned in the beginning, but now there is a actual part in the world that requires 2 players (well, it's a start at least). This is meant for giving the game some more value than just walking around.
However, now I have the problem that players can't pass these points when there is nobody at the same place. Still working on that, I assume the best solution is to not make teamwork necessary if you are only walking to the other side, just when you want to get a high score or something like that.

Still arguing about the server up-times, probably somewhere next weekend.

You can expect a offline-explore-world mode in the next version, so you can get an idea of the actual game.