Wednesday, August 24, 2011

New Feature: Custom Detachments

I have just released the custom detachments feature, which allows players to specify the set of craft that they start each battle with. I apologize for finishing a day later than I announced on Monday.

Here's how it works:

  • You can create a custom detachment definition using the "Custom Detachment Editor" button at the top-right of the game screen. Using the editor you can choose how many of each craft you want in your detachment, and then you can save the detachment definition code to your computer.
  • When you are hosting a battle, you can choose the maximum detachment size for participants. This prevents players from using extremely large detachments.
  • When selecting a detachment for a battle you now have the option to paste a custom detachment definition, or you can select from a list of pre-built detachments as before.
The obvious short-coming of the feature is that you have to save your custom detachment definitions on your computer. Once I implement an account system you will be able to save your detachments on the server instead of fiddling around with copying and pasting. Also, for the time being you can build detachments using any craft that you wish. However, once an account system is in place you will need to have a craft in your army before you can use it in a detachment.

I have now started work on improving the graphics system, which is much too slow for my tastes. More on this soon!

Monday, August 22, 2011

Custom Detachments Coming Tomorrow

I have spent the past few days working on a basic custom detachments feature, which will allow players to customize the group of craft they bring to each battle. Since there is no account system right now, you will have the option to copy your detachment definitions to your computer once you have finished designing them. Then, when choosing a detachment to use for a battle, you will have the option to paste in one of your detachment definitions.

This feature is nearly complete - check back tomorrow for details.

Thursday, August 18, 2011

Updates for August 18


Yesterday and today have been largely about organization. With my to do list approaching twenty pages, it was difficult to decide which tasks needed to be given priority. I've spent time organizing my documentation and lists, and I have published a revised development roadmap

I have also deployed a number of changes:
  • Players now receive an automatic +1 to each energy type every tick. This way newer players aren't up a creek if they deploy something other than a generator or a reactor with their initial allotment of energy.
  • I have added a Missile Silo craft to the game, which can perform long range, high-damage attacks. However, the craft is very costly.
  • I fixed a bug that was causing damage to be inflicted on incorrect tiles. The bug only affected certain craft certain orientations, so it didn't rear its head too often.
  • I've enabled text selection throughout the game. I had previously disabled it because I found accidental selections annoying, but blocking selections ended up being even more frustrating.
  • I made some behind-the-scenes changes that should help with the overall stability of the game.

 More soon!

Tuesday, August 16, 2011

Updates for August 16

As mentioned in my first post, Catastrophe X has gone down a number of times its launch with users receiving the error message "the server took too long to respond". Since this problem only occurred a few times it was difficult to reproduce and fix.

It turns out that this problem would surface when a battle participant tried to issue a command to a unit that had been destroyed (this was sometimes possible immediately after a tick). A relatively small problem with my code was amplified by the game's database module, which would stop responding to all data queries because of the situation.

This issue has now been resolved. The problem with my code has been corrected, and an error message is displayed when a player tries to issue a command to a non-existent unit. I have submitted the problem with the database module to its author, and have also put a temporary work-around in place.

With this bug taking up most of my day, little progress was made on other fronts. However, I did fix a problem that caused entries in the battle chat console to wrongly disappear, and I created a new type of craft called the Mobile Artillery.

More tomorrow!

Monday, August 15, 2011

Updates for August 15

The surge of traffic from my reddit post has now largely subsided, leaving me some time to start acting on the feedback I've received.

Today's updates:
  • Fixed the bug that sometimes prevented units from being displayed on the minimap.
  • Updated the Luna map with smaller energy deposits that are concentrated near the middle (so that they must be fought over). Also added a new map called Centros.
  • Craft updates:
    • Added the Deployment Pad craft, which can be used to extend your deployment zone.
    • Gave the Artillery Gun craft a larger firing range, and renamed it Fixed Artillery (since it can only fire in one direction).
    • Ensured that all craft can move backward so that they don't get stuck when they fly toward the edge of a map.
    • Reduced the number of generators in the default detachment from 5 to 2. This will put more emphasis on reactors and buildcraft.
    • Buildcraft and Regenerators are no longer free to deploy (this was a mistake).
    • Trident Fortresses and Twin Turrets have more starting health, since it was very difficult to defend against an attack.
  • Added a display name prompt when you first sign in.
  • Changed the battle console to default to the larger size.
  • Added browser compatibility information to the landing page.
  • Made a multitude of other small bug fixes and interface improvements that aren't worth listing.
More soon!

Sunday, August 14, 2011

Catastrophe X Released

After a year of private development, I posted Catastrophe X on reddit yesterday. This made for a very chaotic day, with me trying to play against each of the hundreds of visitors who signed on. The good news is that the game seems to work for the most part. Thank you to everybody who gave it a try and offered their feedback.

Please remember, if something goes wrong when you are playing, you can usually fix the problem by reloading the page. Your battles will not be affected by reloading.

Going forward, I will use this blog to publish updates and plans for Catastrophe X. Don't hesitate to drop me a line in the comments!

My current priorities are:
  • Figure out why the server occasionally stops responding to requests (no kidding).
  • Fix the bug that sometimes prevents units from showing on the minimap (reloading fixes this).
  • Create a proper intro screen and tutorial. There is (rightfully) a lot of confusion about how to play.
I have also created a Catastrophe X subreddit for additional discussion. Hope to see you there!