Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label pbbg. Show all posts
Showing posts with label pbbg. Show all posts
Tuesday, July 17, 2012
Fight Cycle: Persistant Browser Battle Game
I wrote this in a non contiguous 7 days or so. Though really how long did it take to learn everything up to it? A lifetime? Anyway, I wrote it so as to write something I could just finish, instead of another started and aborted beginning of a grand project never completed. And even as it's relatively simple it still pushed at my abilities, in order to finish it. That was another reason to write a simpler one - man's gotta know his (current) limitations.
It's a cute little battler - I like that you can win it and get your name on the front page during the next 14 day cycle, as well as recorded in it's history (really aught to add some code to pull names from the history and show them on the front page as well, at some point).
Yeah, I was working on a scalper game (and still am), but was moved to finish something real quick, before taking on another big project.
Anyway, give in to your urge to lord over others and leave long lasting wounds on their PC's! That's how I wrote it and I play it too (user name: Blake)!
http://fightcycle.freehostingcloud.com/login.php
PS: Yet again I post this on another forum and then think shouldn't that have gone to my blog first!
Labels:
battle,
fight cycle,
pbbg,
persistant browser game
Wednesday, July 28, 2010
Browser games - more accessability
When I look at browser games, what I'd like to see is an offline demonstration of play - so I don't have to sign up to see what it's like, I can just, like, crazily enough, play. No typing in my e-mail, no trying to make out capture images and waiting for e-mails to click on the activation link in them. Just play.
The funny thing is not only that, but so many browser games have the most plain, non descriptive front end - can't really tell anything about the game from it? Does that work for the vast bulk of people - some kinda mystery that draws them in? Just puts me off.
Anyway, I'm coming up with an offline version of my new group zombie hunting add on to my Driftwurld browser game. I think it'll be fun - just have to decide whether to release it soon and then the online version latter, or wait alot longer and release both at the same time?
The funny thing is not only that, but so many browser games have the most plain, non descriptive front end - can't really tell anything about the game from it? Does that work for the vast bulk of people - some kinda mystery that draws them in? Just puts me off.
Anyway, I'm coming up with an offline version of my new group zombie hunting add on to my Driftwurld browser game. I think it'll be fun - just have to decide whether to release it soon and then the online version latter, or wait alot longer and release both at the same time?
Labels:
browser game,
demo,
design,
hate sign in,
offline,
pbbg,
sign in
Monday, July 26, 2010
Developing: Zombie to the grindstone
Few, you get your PHP code to a certain size and it's STILL not done.
I've got it to the point where you can, on my offline version, fight a zombie along with a couple of other players. Faked players for now AND even in the full version it's just pulling their name and stats from the database, not a syncronous play.
Indeed that's one of the extra things to do. That I don't really wanna.
But yeah, I get to the point where the game is pretty much fun as a game and I strictly don't have any reason to make fun funner since it's already fun. Yet the extra stuff like pullling other players in, showing a highscore, accumulating favour points and possibly the big one, gathering zombie crafting gear...well, I guess I kind of envisioned because that seems to be the online game template of success. But honestly, while it does add some more fun - my game is already a kind of fun. It'd feel like making a chocolate cake - then sweating alot to whisk milk into cream to pile onto the chocolate cake - it seems a bit much AND alot more work, now I'm at this point.
I'd like to get it out there - I intended to put an offline version on my site first. I may put a barebones version on first. Though it was supposed to be a teaser for registering, so it'll be a teaser for nothing. I dunno.
Anyway, here's a link to my game, incidentally (standard plug)
http://www.driftwurld.herobo.com/login.php
Labels:
browser game,
development,
driftwurld,
game design,
pbbg
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