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May 7, 2016 - By Doctacosa

No news have been posted in entirely too long here, and I believe an update is in order!

Work has definitely been slower than expected as the bulk of my efforts lately has been focused on the Creeper's Lab. I do have some updates in progress, although nothing quite ready to go live yet. In a typical way, I've been waiting to post an update until I had something to showcase, but then the improvements have been taking quite a while to get right. I did make some interesting breakthroughs that I'm looking forward to show off when ready.

At the moment, my primary task with Cyber Grid is to revamp its underlying code. I originally chose the YUI Library as a Javascript backend to power core components of the game, but that's been discontinued since. Additionally, while powerful, it was a bit unwieldy to use. This is why I've decided to switch to a mix of jQuery, jQuery UI and other additional components. I find that now is the better time to do this, instead of waiting until Cyber Grid is more developed. This means less code to adapt or rewrite, and less time wasted in debugging the current version before the switch to the newer one.

This is going to take a while still, as IOBoard itself is being improved to be more flexible as a support for the game. More as it comes!

Thank you for your patience!

Edited by Dr. Cossack on May 6, 2016 at 22:12:17

December 18, 2014 - By Doctacosa

I have been informed that the leaderboard wasn't updating itself every hour as it is supposed to. One little correction later, and its data is now up to date!

More to come later!

April 1, 2014 - By Doctacosa

Cyber Grid is one year old as of today! The real launch has yet to happen, since the game is still being tested and core features developed, but I'd like to take the time to thank everyone who tried to engage in battles so far!

I figured the moment would be right for an update on the situation of the game. People took a liking to it immediately after launch, but one issue became quickly apparent: it's very unbalanced, as whoever gets the chance to play first will often win. Some discussions later, most of us agreed that defensive actions needed to be added. That's what I've been working on since last summer as the main priority for this project.

It's taking time to reach that point due to two main reasons:
1- It's a complex task that requires rewriting much of the current battle engine. Making it work for both PvP and battles against NPCs is proving to be tricky.
2- The popularity of the Creeper's Lab has required me to spend more time than anticipated over it to ensure that everything is running smoothly.

I've been trying to eliminate some elements from my schedule to give me a chance to get things really moving, and have been slowly fixing bugs in the defense system in the past several weeks. I can't promise any release deadline at this moment, although I'd like to reassure everyone that I very much want to make this a thing.

Long live Battle Network and Cyber Grid!

June 3, 2013 - By Doctacosa

All minigames have been reviewed and can now be fully used with either keyboard or mouse/touch. This allows all players to use their favorite method of input without having to switch back and forth between the two. Mobile and tablet users will also be more competitive with full touch support.

I've made some good progress on defense integration, but I'm not quite done yet. Please hang in there while I get this difficult part through, then updates should resume flowing in a more timely fashion!

May 9, 2013 - By Doctacosa

This update took more time to put together as I had to carefully design some new components. Web pages aren't exactly meant to synchronize content between various users in near real-time, so getting it right can be tricky. No active features are being introduced this time around, but more of the important groundwork has been laid. The only visible effect right now is a slight slowdown of PvP battles, which is required to keep all players in sync.

New today:
- Each chip and character's buster now has an attack speed and range (currently unused)
- Each character (including players) now have a movement speed (currently unused)
- More background stuff!

I'm aiming for this one to be the last "preparations" update before the defense system hits, but I might squeeze in an extra batch of changes not directly related to this. Stay tuned!

April 18, 2013 - By Doctacosa

As a follow-up to the previous work come more background changes. I know that these are some boring updates for you, but they're required to allow the game to handle what's coming!

New today:
- At the end of a PvP battle, display a note in the chatroom when players leave the battle results screen
- Improved in-battle tracking of players (used to eventually diagnose connection problems and kick idling players)

April 10, 2013 - By Doctacosa

The addition of defensive actions requires some major restructuring of the battle engine, which I've started doing. Instead of pushing the result when it's 100% done, I'll do it step by step. What you see today is the first part of that process!

New today:
- Display the status of players as they join a battle (PvP only)
- Properly return to a battle if you've left it by mistake
- Bug fix: don't reset a player's list of chips if he leaves and rejoins a battle

If you recently visited any RPG sections, it's possible that your browser retained some outdated files that will break the game in all kind of fun ways. If that happens, just do a full refresh (Shift-F5) when viewing the troublesome section.

April 6, 2013 - By Doctacosa

As requested, more mouse controls and information are in today!

New today:
- Lower boundaries for sudden attacks ( "REACT!" ). Careful, some will trigger faster now!
- "Tempo" and "mash button" type attacks can now be controlled by the keyboard or mouse
- Allow longer descriptions on chips
- Display the memory capacity on a chip's details
- Show the maximum SP capacity when editing a folder
- Less aggresive battle notifications: players can now navigate the forum pages during a battle

Edited by Dr. Cossack on April 6, 2013 at 14:30:15

April 4, 2013 - By Doctacosa

Here are a first batch of post-launch improvements! There's nothing too meaty yet, but these will improve the usability of the game for some players and prevent some inconvenient situations.

New today:
- Challenges can only be accepted from online users
- The leaderboard is now updated every hour instead of every day
- "Button series" type attacks (includes BubbleStar chips) now have varying difficulty levels (bug fix)
- "Hold button" and "Sudden attack" minigames can now be controlled by the keyboard or the mouse (click in the active area)
- The amount of Zenny available is now displayed in the Upgrade Center
- Option to create new folders to simplify chip management
- Option to rename folders while editing them

April 2, 2013 - By Doctacosa

As I wrote in the main announcement yesterday, you should expect a lot of game balance issues that I'll need to go back to. The deadline I imposed myself left me with about no time to test that, and I apologize. The good thing is, we'll be able to make the game evolve together! Lots of tidbits were fixed all over the place yesterday. Once the basic flaws are ironed out, you'll be able to find the list of future changes here.

I also had to cut some corners to make it in time. Many features are currently underdeveloped or simply not available. Others, like the method to challenge another player, are far from optimal. Some sprites and images aren't of the highest quality. Improvements are underway!

Keep an eye out for future updates, there are plenty of ideas for this!

April 1, 2013 - By Doctacosa

Welcome to Cyber Grid!

The Game Log is where all updates about the game will be posted: balance changes, new chips and characters, new events, bug fixes, and more. It's highly recommended that all players keep an eye on this space to make sure they are at their best in battle!

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