Tuesday, December 29, 2015


Third Update! Great start so far (1 a day for 3 days in a row :3 ).

First off, I started on "Tiling" the world. Unity doesn't support large-terrains (They do) but not high-detailed ones. The larger the terrain in Unity, the less detail it supports. So I used multiple terrains to create what I call a "Tiled Terrain" which will allow me to create large-scale high-detail terrain:

The tan square is the original square, you can get a size reference by looking at that white / glowing part in the middle of the tan area. That's the candle / player. These new tiles have not yet been textured (Which is why they are colorless) but I did that on purpose to show off what I meant.

This means I will now be able to support MMO-Open world sized terrain but it will be a little hard to make the borders fit together nicely when I get into things like Mountains, Rivers, or anything that isn't flat really.

Working on creating Grass, Snow, and such but those are much harder to tile with a seam (Basically they're harder to make look HD without looking like a single image randomly placed everywhere). Whereas sand is always much easier because of the way it curves and rather simplistic comparatively.

Now on to the sand, I tried making it more realistic by adding a "Normalmap" which basic fakes lighting to make it look more 3D even though it's a flat image.




Which do you guys think looks more realistic?

At any rate, unless I can figure how to create an option for players to disable normalmaps, I won't add this to the game due to the fact that this game looks realistic, but that's the problem. I also want this game to be able to run on low-end PC's, so I can't go crazy with the graphics.

Let me know what you guys think!

As always, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :D

Monday, December 28, 2015


Don't know why I put so many 0's behind the last update...

Anyways, today was about Gameplay (And a few modifications to the main menu).
The biggest thing there is right now is Guns, I am using a somewhat-costly Unity pack called UFPS that should help make things easier in terms of creating guns, and having players interact with stuff. (But I probably will end up stripping the pack and making my own version) since I like being original. The cloud is mostly setup, you 'should' be able to shoot each other and see each other perfectly but nothing is set-in-stone and I haven't been able to test (Due to some errors in the game).

But here's what I got:

That screenshot just shows the player crouched over and moving to the right (Explaining the tilt).
Just to test out graphics and such, I added a giant metal candle and a flare. (I'm going to remove the metal part of the candle and make it less shiny).

As you can see there is a cool UI going on right now, it displays your ammo, what gun you have equipped and at the top left you  can see your name and health.

But those right now are just images, the gun at the bottom right won't change no matter what gun you have (But the ammo will) and at the top left, it won't change depending on your health or what your username is (Right now). But I plan on making those work fully in the future. I also plan on making it like a "Visor UI" so when you move around it's as if the GUI delays for a moment or moves slightly differently as if the GUI had to keep up with you.

Anyway, here's some shots in the sand (You'll notice the bullet holes look like they've been shot in metal) that's because it's a generic hole right now, and in the future will depending based on what was shot. You may also notice at the bottom right some bullets are missing from the shots.

The world right now

And finally for the changed I made to the main menu. I pushed the camera forward and to the right some to get near the sniper, I gave clouds 'realtime' shadow generating so now they'll change the lighting of the world as they pass over, I also plan on attaching "Rain" objects to them, so the rain will actually be coming from the clouds!

I created a quick GIF to show off the main menu:

The Aspect-Ratio of that GIF is about 1:2, but the game is made for16:9 (Or 16:10). The clouds are a bit fast but, eh. Also they appear within the screen of the menu so I'll work on that.

As always, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, December 27, 2015


This is update #1 for Feather in a Wasteland!

The progress is already soaring, not much in terms of gameplay, but lots of shaders, Networking Code, and hidden stuff you can't see. But what I really want to show you guys is the Main Menu!

Now it's not the most beautiful, but I'd love to know what you guys think! (The clouds ARE casting shadows BTW :D)

This menu took me awhile to get setup, and I'm pretty proud of it, I have some different versions I'd like you guys to look over, if anyone reads the blog anymore, please let me know in the comments which one you like best (and why!)






In terms of gameplay, 20 players can connect at a time (Like usual) because that way I don't pay any money. They can see eachother, move around, and there's some cool camera effects applied that makes the world look a bit prettier!


  • Networking Code
  • Base Movement
  • Main Menu (V1)
  • Basic Sound
  • Basic Terrain (Flat w/ Texture)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, December 26, 2015

Multi-Project Theory

Statistics Celebration!
This is the 101st Post on this blog!
All blogs Added: 258 Posts

Since my first blog post (On this blog) it has been:
479 Days! (Avg: 479/101 = 1 Post every 4.74 Days)

Since my first blog post (Ever) on game development is has been:
759 Days! (Avg 759/258 = 1 Post every 2.94 Days)

Pageviews on this blog: 3,649 (3649/479 = 7.6 Views every day)

Pageviews on all blogs: 17,471 (17471/759 = 23 Views every day)

My most popular blog was THIS one, I guess my development just hasn't been as popular since then, seeing as how that one only has 80 Posts, and 48+% of all my views.

Add 1 day to each in about 30 minutes, since this edit is being made at 11:34PM


I came up with a theory that I think will help me get some games completed. Rather than moving on to the next project when I feel tired of the one I am currently working on (As I have done the past 3 years) I will multi-project. This concept means that I might work on a project for awhile, then go back to an old one, then a different one, and come back to the latest. This theory is not perfect, I just want to see how it turns out.

Official Projects:
*NEW* = New project that I might work on soon
*OLD* = A project that I started awhile back and might resume sometime soon, if it is an old project I will link to the last update ever done on the project.

"Feather in a Wasteland" *NEW* > Open World / FPS / MMO
"Sub Rosa" *OLD* > FPS
"MMO" *Cancelled*
"Survival" *Cancelled(?)* (To be resumed?)
"New Game" *OLD* > FPS
"Contamination" *OLD* > FPS/Survival/Horror
"Innovation" *OLD* > Game Engine

For those of you who watch Anime like me, you may be familiar with the show "Sword Art Online". Well ever since I saw that show my goal became to create an MMO world of my open with Dynamics, Realism, and an ever-evolving world that I could control with a pad, send armies to hero towns, raise the dead, or have the game itself generate quests. (Of course I'd also like to give it Oculus Rift Support - But I don't own one (Too expensive)).

Anyway, if you have seen season 2 of sword art online, the main focus is around a game called "Gun gale online" a open world gun MMO game based around the apocalyptic (But industrial / futuristic) world. The point of the world is for players to wander, kill each other, and do quests well collecting rare and common guns. There are mini games, challenges, and tournaments held. And vehicles may be purchased too. There's a lot about this world I wish I could explain but you would need to watch the show for yourself!

I am not trying to re-create this world, but create my own version (Or own interpretation) of what I think a game like that would be today. And that's the new project called "Feather in a Wasteland" (The name is subject to change, as it was sort of quickly thought up).

I cannot say how often I can work on each game, and I might push some more through, hell there's a good chance that some of the stuff I listed I won't ever end up working on. But I just wanted to officially bring up my plans. I plan to also be more active on the blog (Especially through the next week) but I cannot promise anything, school is sorta-taking over and it's more important right now)

Games I've worked on over time: (Not in any order)
Axe (Never blogged)
Sub Rosa (Most Successful)
The Big Room
New Game
New Game 2
The Shadows Within
Alone World
Alone World 2
The Bafin Analogy
Survival 1
Survival 2
Champions of Norrath (PS3/PC Remake) - Never blogged update
Apocalypse Simulator 2048!
Cookie Clicker 3
Lonely Awakening
Contamination Alpha
Innovation (Link to be put later)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, December 18, 2015


I did the same thing with both games (Future updates will be posted at the same time, but separate posts because separate things would be happening) but for this first update, I got the networking done. Both games will allow up to 20 CCU (Concurrent users) on the game at a time, both track player movement over the network. The MMO has a few test buildings, and the survival has a cube on the ground for detecting pickups.

I am sorry that I wasn't able to spend much time explaining updates, or providing pictures, or making the post interesting. I have been focusing a lot on school and just haven't had time, so the small amount of time that I do have I want to squeeze this post in, sorry for the boringness of it! (I actually have had this update done since a day after I made that MMO post,) but just haven't had time to get it through, but Christmas Break is here, so I can sit back and relax for a bit. Can't do updates sadly because I'll be visiting relatives for the break, but it will allow me to regather my thoughts, hope to get something interesting to you guys in a couple of weeks, but until then there won't be any updates, sorry. (I estimate about 12 days from today until my next update).

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, December 7, 2015


Just to be clear, the Survival game will be the focus since it's more likely than the MMO, but I will be working on the MMO.



I'm going to be straight forward, I want to make an MMO. I always have. I started wanting to make an MMO when I was 9, after seeing World of Warcraft and some other games (Fiesta Online) and my dad & brother always go on about Ultima Online when they were a kid. But what really gave me the kick is SAO (Sword Art Online) an anime about a virtual world that 2000 gamers get trapped inside (Its an MMO) and if they die in the game they die in real life. So my point being is that, I'm cancelling all current projects and pushing toward MMO.

Some details,
*The world will never be persistent
-This means that the world will constantly changed and be honest about it too, what was a city for the humans to gather at may become a city overrun with orcs depending on what events occur in-game, no dungeon is done twice (They will be generated).

*If you die, that sucks.
-If you die, your dead. You respawn at the nearest "Team"-controlled graveyard, you have 5 minutes before your stuff becomes lootable by everybody, 10 minutes before it's gone forever. Your items are never safe.

-Players may set up shops and Shopkeepers to run their own business, all in-game currency is planned to be trade-able for RealLife-Currency.

-Majority of the land in the game is owned by the 'World" but some of it will be purchasable by players with in-game currency, depending on the amount of land they can build shops, houses, or even an entire city that other players come and buy land off of you!

-Unlike a lot of new MMO's and such the game will be completely 3D, not 2D.

-I'm not planning for this game to be easy, this game will require a lot of time to get anywhere and when you do, you'll definitely have the bragging rights.

*Events & Game-masters
-Gamemasters may not be purchased, they are people deemed by me suitable to host events, but are very limited in their power. Events occur every so often, sometimes minor and sometimes huge. You might have just bought a house in a town, or was just trading in a city, when all of a sudden your area is overrun by an orc army, players will either defeat the orcs (And cause the humans to attack an orc city) or they will lose and the orcs will capture that city. Thus a non-persistent world because where you spawned as a newspawn, or traded with people at may no longer be owned by your faction, and so the dynamics may change.

*Forced World
-Because the world may constantly change, updates are forced, so no server may run behind.

*Size Changes
-Depending on the worlds population (How many players play the game daily) the size of the world may change. The plan is for the world to start at only about a mile long, but to expand as the game gains popularity, the whole point being that the "Gods" created the world and that when they feel the world is becoming too overpopulated they expand it to help balance things out.

These are just a few ideas running around, as for development right now we have a few codes behind the network, I'll get back to you later!

*I plan on releasing first update today or tomorrow

Thanks for reading, feel free to leave a comment and I'll see you in the next one! Stay awesome :)

Monday, November 23, 2015

Starting Blueprints

This is the official welcome to the game project "Divided". Set in 2,000 BC to 2100 A.D this game takes place in a universe shaped by your ability to survive. The world around you changes, with growing life, plants, and animals of an unknown origin. From your first fire, to your latest Robot. You must upgrade through the ages in this First-Person Survival Sandbox game. Hunt, Invent, Survive. What happens, is up to you.

This game will be fully multiplayer compatible (With both online and offline modes). The goal of the game is to survive like in 'The Forest'. Only you can figure out how to create new things and inventions (Similar to ARK: Survival Evolved). With a Pre-Determined terrain, level editor, interactive enviroment, and fully modifiable modes. With the correct knowledge you could host a server with the original game, to a survive with zombies, and even a server with all-out-warfare with pre-created modes, and custom ones you can design with a world editor, object editor, weapon creator, enemy designer, and technology innovator! You can create a completely custom world, or stay within the greatness of that already created. This game focuses around dynamics and less interface. Using a book to map out the area around you, or taking that ax off your belt, not out of thin air. With inventory dynamic to your character, and object states dynamic to physics this game brings realism to the PC. The games graphics are set by budget, and are Low-Poly designed (Unturned Style Graphics).

With new Hardware, a new team, and new ideas, this first-time planned out game will be the success of Bondo Games!

Not only am I exited for this project, but I have it planned too. This is the first time a game has ever been planned by me before beginning development, and very deeply planned too. I will be receiving help with the project aswell to take loads off of my stress. I'll be receiving help with Animating, Concept Art, and Modeling!

To prepare for this game, we will actually be sending time in an undeveloped part of the woods in Michigan (United States). We will then figure out how someone might realistically go about creating the objects they need to survive. And then apply what we've learned into the game. (Because between you and me, when playing The Forest and ARK, or even Stranded Deep. I find it odd that a Rock tied in a flimsy stick can cut through a tree so well.

I don't know when the first "Real" Update of the game will be, because of all the pre-work that has to be done. But I wanted to try and get you guys as exited as I am for this new project!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, November 2, 2015

Game Development Update

To get you guys Hyped about the new game, it is the biggest, most planned thing I have ever attempted it features

Interactive Environment
World Editor
Dynamic Inventory
Minimal UI
Full Network Comparability
& More!

I can't give away details until I am a bit into it because I don't want someone else stealing these ideas (They're that good! :D ) Best game idea I have ever come up with really.

I hope to see you all around the first beta test, and I'll be happy to start development within the month!

Also I've taken to doing random remixes of random songs because I was bored, kinda like the google logos, just cause I felt like it lol. Just type "MerpStuff" on YouTube lol. (The only thing on that channel I put effort into was the Video Thumbnails and the Channel Art lol)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, October 30, 2015


I've decided until my new hardware for Game Development is in, in my bored time I shall make Google Logos. So, ya know... Here's a google logo xD

GoogleRock (1 Hour) - 10/30/15

MoonCompany (20 Minutes) - 10/30/15

Tuesday, October 27, 2015

One Month Left

Sometime within November or VERY Early December I will have the Hardware to begin Hardcore Game Development again, but not like before. This time I will have more advanced Software, Hardware, and more developed skills than previous times. I have been planning a project for about a month now, it is similar to the game genre of The Forest, Stranded Deep, Ark:SE, etc. It is very advanced, very planned out, and I can honestly say that it is the most planned / possible project I have ever gone toward in Bondo Games History. I can't express how exited I am for the project, it really means a lot and I plan on really getting in there and doing something I can be proud of, I hope your all exited too, and I hope to see you all around then!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, October 19, 2015

Secret Projects & New Projects!

Over the years I have done some secret projects in the background that I never told you guys about (That I always had the intention to) but never got around to it, so before I go further I'd like to open up and announce some of the projects I've made that you guys didn't know about.

Just after the release of "The Forest" I designed my own recreation of it called 'axe'. Your only weapon at the time was an axe, you could chop down trees, create houses, walls, doorways, windows, gardens, and pre-built log cabins. You also needed to drink to survive and the weather was dynamic switching from sunny, to rainy, to storming. There was also a few birds that moved dynamically that would land on branch to branch and had a large chance to fly away if the player came near. All crafting was done from your players book and the book was also used for a 'tutorial' chapter. The entire game was multiplayer-synced so players could survive together, in the small terrain (About 250x250 Feet) A Mountain on one side, 2 sides a valley, 1 side a lake.

BlockyWorld 2D
A Re-creation of MineCraft in 2D. The world was completely procedural generated. Iron, Coal, Gold, Diamond, Stone, Dirt, Grass, these were all the available blocks so far. Then you had your pickaxes and their types and the player. The world was flat but underground featured caves, tunnels, and lots of ore.

I helped design a back-bone for a fan made game called 'Installation 01' it is a recreation of Halo for PC since they stopped releasing Halo on PC's a group felt it necessary to tackle the project, There second alpha-prototype was completely programmed by me.

Based off of a game called 'BLOCKYWORLD' for Steam. It was about Sandbox Lego-Building, with mod-support so you could turn it into an Apocalypse, a gun free-for-all, a survival game, a roleplay, or just normal building. It featured multiplayer support with self-hosted servers, and basic building tools and bricks.

Bridge Wars
A 2D RTS Game that took place on one or the other side of a bridge. You started out with a castle and you had to build houses to collect tax for income, however this added to your population and you needed to grow food to feed your population, the castle on the other side usually starts out getting military so you have to act fast to build up your own army (Also adding to your population) You could even increase your economy by mining gold or loot from the dead military units and selling it on the Market (Which had to have a certain population to build).

A Simulation game where you designed your own Town in 2D. You had to build roads, define what areas of the town were considered Commercial, Residential, or Industrial. After doing so houses over time would be built, you could use buttons to control how fast time went by and your city had to have a source of Power and Water connected to it (And had to have enough for the whole population) Income determined by Expenses of the Services you provided, and the income from the tax you collected. (Tax rate was not adjustable).

A World based off of Stick RPG 2 (by XGen Studios) it featured basic jobs you could aquire, currency, and Banks. It also had a time so you couldn't work after a certain point or before a certain point requiring the player to sleep. The game was designed from 2.5D (Poorly) so you could walk behind buildings but sometimes glitches would happen causing it to look like you were walking on top of the building. You could also get promotions at your jobs, and you had to live inside of a small broken-down apartment until you could afford a better one.

Music Projects
I have designed a lot of different music / songs, by taking tracks from other songs and making them into something new, with lyrics from a completely different song.

There are a lot of other projects that I have worked on over time, that I can't recall off the top of my head. But I just wanted to let you guys know of what I do remember. (And some of these actually took a bit to remember). I used to have most of my secret projects posted on a website but the website got deleted since I was using a free-hosting service and did log in in awhile, a lot of the project files I didn't have access to anymore so when it got deleted a lot of my projects were permanently lost with it.

Thanks for reading, within the next week I'll have the post ready to inform you guys of what's going on, I have been able to work up a small budget for deveelopment and will be able to get back on it within a week. I'm going to be building a Custom PC and when it's done I should be able to finally create games without having to wait 10 seconds between everything I do.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, September 4, 2015

Update #2

Once again, I can't say this is a game update, just moved in with my dad, and I'm getting settled in. I will be attending a new school and hopefully I can grab some people to help me with my game development on the modeling side. In the meantime the files to my new game I still need grab off of one computer and transfer to another and I need to work on upgrading my PC if I plan on continuing the game any further.

The next update I do will be a game update or if it isn't I had better have a damn good reason!

Thanks for reading as always :)

Thursday, August 13, 2015


A lot of stuff has been happening IRL so I haven't been able to do much. I know that's very disappointing, you guys were probably expecting some big update, but instead you see this. I am moving in with my dad, switching schools, getting a job, and have just been made the programmer of a Gaming Group that hosts Gmod, MC, and soon their own game. So things have been very busy, and I am unfortunately report that No work has been done on the game. However with my new programming job with this group, they will be helping to get me the funds to get real dev done and hopefully I can get a little bit of help. In the meantime, I apologize for the lack of Updates, Notices, and such things. I would like to get development on the game back into gear, as I once again am feeling inspired, so I would like to let you all know that dev will be continuing. Not yet at least, as with all this stuff going on things are a bit chaotic. But I would like you all to know that work WILL be done and Soon. This next month will be a bit chaotic with the school transfer and moving so work will probably not get done very much. But I want to remind you all that I have not given up on the game, merely I just haven't had the time to work on it, been under a lot of stress.. So keep hopes up and I plan on getting something to you when I can! Hopefully it'll be a big game update!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Saturday, July 18, 2015

NG_11 "First Map Setup"

NG = New Game (No name yet)

Thanks everyone for sticking by the blog, I know it has been awhile since the last update, getting out of the whole being sick phase and moving back into game development, I decided to create the first REAL map that will be in final versions of the game, it is based on a City I created well playing SimCity 2013 (With the "Cities of Tomorrow" Expansion Pack) so some of the buildings might seem a bit futuristic (I also do plan on adding the Solar Panels to the city)

From SimCity to a game with no name yet! :D

Anyway, I fixed up a lot of problems caused by the new Visual Implementations I tested out, it appears my game isn't ready for them yet. As you probably figured out, the first map is a City. I plan on modeling a good portion of the buildings based off of that spot in SimCity since of course that's where I got the idea, the current building there is the test building from the last scene, as I have said in the past, the plan is for all buildings, roads, street lights, and even grass to be destructible. Since a majority of the actual programming is done, a lot of what's left to do is Modeling and Building. I will start with the Buildings, there will probably be some repeats like any other game just different colors, but that's to save time, maybe in the future I'll make them all Unique. Then I'll move to the interiors of the buildings, the glass, and move my way to the details of the street such as Lights, etc. And finished off with Plants, Trees, and whatever happens to come to mind. I don't know when (Probably very soon) I plan on implementing a Cloud System that will generated clouds of different Colors, Size, and shape to make the sky a bit more unique, I'll also work on more of the lighting part of the game since things right now always seem too bright or too dark, and hopefully soon I will get to the First Person part, right now first person is very... Odd, I am going to see about adding some Headbob, and maybe even making the player Animation Controlled instead of Script Controlled, making movement a lot more smooth.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, July 13, 2015

Why the wait

Sorry for the wait guys I have been... Sick as of Recently, up at the Upper Peninsula of Michigan it can be either really hot or cold. And it happened to be hot, the signs were a few hours after I got home from a fun day of Lake Superior Swimming (VERY cold water), when I got dizzy, my heart started burning, and my stomach felt upside-down along with feeling very light headed and dehydrated. It was very.. Annoying to say the least, it was hard to get through, had to drink a LOT of water. After googling later it turned out I had a Heat Condition called "Heat Exhaustion" a serious but non-fatal condition that causes well the symptoms I described (and in some cases some other ones) I put a link over the "Heat Exhaustion" incase you wanna read on it. Good thing I got indoors and drunk lots of water, because failure could turn to a Heat Stroke which is a lot more serious and sometimes fatal. Causing damage to Organs and Brain Cells.

So I haven't been at the "Top of my game" as of recently, so sad to say I haven't really gotten much work done on the game... Actually I haven't gotten any work done since the last update besides a few visual things, however I did manage to draw up a map well watching the Simpsons Movie of what I think could make a good first map, based off of Homers adventure across the ice to get back to Springfield.

It's beautiful isn't it? A bit hard to understand, the picture wasn't taken in very good lighting and it looks a 1000% better IRL that it does on the Computer.

I hope you like it, and I hope to be back on the game very soon, Thanks for reading!

Monday, July 6, 2015


NG = New Game (No name yet)

(Sorry that there are no Pictures, didn't have time to grab some)

Finally hitting the double digits in Update! Yay :D

Today.. well Yesterday just didn't have internet to make a post..

As usual a good amount done, well it doesn't seem like much but it is! Players can now choose team, FFA, Red, or Blue. This will change the color of their shirt dependent to team, and there is a Anti Friendly Fire script that will soon be toggle-able dependent to the type of server that is being run.

I also remodeled quite a bit of the player, make the arms, legs, and head all smaller and reshape somewhat for a better look. I also got a new animation done for when the player is sprinting and holding a weapon at the same time, and when he isn't. And finally the animations now override different areas of the player so no matter what the arms are doing, the legs when running will still be running, this makes animating for different weapons a whole lot easier!

I will be working later in getting more Buildings, Models, and new gun types implemented later on! (It's the most annoying part for me) I wish I had a modeler, I prefer programming a thousand times more..

It also turns out that somehow I broke the Gun System, whenever the player shoots, Unity completely crashes...fun..

Discovered the problem, after testing when the FX for the gun spawned in thats what caused the crash, so I deleted that prefab, still didn't fix it... 10 crashes later I discovered that it was the Sound it was playing that caused the crash which is annoying because I had just gotten done deleting a bunch of the different FX Prefabs trying to figure out why it wasn't working... Apparently somehow when the sound was played or even loaded in the editor it crashes. I couldn't even click on the sound, had to delete the whole folder which included all the reloads, footsteps, shots, and even for cars.. So loads of fun going on here! :)

For some reason now when I import ANY sound, the editor crashes. So for some reason sound is causing the Engine to say No. Which of course makes so much sense.... God I love fixing Glitches..
(I might be getting slightly annoyed)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Saturday, July 4, 2015

NG_9 "Sound, Visual Effects, and [Something else Goes Here]"

NG = New Game (No name yet)

Today was great on the aspect of Gameplay, I got more Animations done, made sure that the player actually knew they were shooting by adding a bullet effect, and sparks coming off the gun, as well as adding a Chat Window the player will be able to use (Right now they can't chat) but it does display when someone is spawned in. I wrote down things as I made them so if this update seems a bit more like a changelog, sorry about that.

Added Log "Chat" window that displays info such as when a player is connecting, connected, and leaves, and when they spawn in

Scene-Objects that are destructible now "Buffer" their damage so if someone joins after it has already been destroyed they will see it as destroyed instead of it being at full health

Particles to simulate sparks or something now come out of  the players Camera as well as a Rendered Line showing where the shot came from and where it hit as well as playing a 3D Sound over the network so people can hear that the gun has been shot within a 3D Space

Guns now have Data that can be retrieved so now (for the future) when people switch guns, new damage, fire rates, etc. will change depending on the gun. The arms now also move up and down so players can see where the other player is aiming

Attempted NormalMaps and Textures on new Wall but the result was a bit off, but after just using a Texture and no NormalMap the wall is looking great, and the Destruction aspect is working pretty much perfectly!

And as for Minor details, I went and changed the "Weight" of certain areas on the player for Animating, so now when the player aims up or down his whole head and neck isn't going to be taken with him, this will make animating not look so... Mutated and..well disturbing.

I also made a Comic of me and my family (Took these pictures without them knowing :D)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Thursday, July 2, 2015

NG_8 "Destruction!"

Today was all about that Base...

I mean Destruction... Destruction... Anyway.. Today I got a lot done in terms of Networking Objects so I decided to put it to the test by creating the first REAL destructible, the results were fantastic, way better than I suspected. The player can now pretty much destroy the enviroment around him (Well right now only one wall can be destroyed) but it's great how I have it setup, it starts full, and you can just destroy it down to the bone, this helps add realism to the enviroment so when a player hides behind a wall you can blast it open to shoot em. The wall is based on a Health System, bullets right now do a ton of damage, but in the future they will do very little against things like Concrete and you'll need more high-powered weaponry such as Explosives, allow me to show you.

(I would make a gif showing my destroying the wall, but I am up at my Dads for a month and he has Satelite internet which is $10/GB so I very rarely can use Internet, and making a gif would take up a ton since i record and use a Video to Gif Converter, I would DL a normal Gif software but you know limited internet..) I might be rambling... Anyway we're poor and internet is expensive where I am right now, so here are some Before and after shots of me destroying the wall:

This one is my favorite due to it showing how it is slightly destroyed on one side, but not the other, it also shows the new smooth lighting that I implemented, another cool feature of the game that just makes the game feel... More cozy :)

You will also notice at the top left that there is a Debug Label, it is a great feature that will be toggle-able in the Options Menu showing FPS and Connection Status!

(For those of you who might of noticed, 80% of the time all my pictures are different sizes showing the same thing, well this time they are all the same size making it better to look at them all when scrolling to see the effect over time)

-The barricades themselves are destructible as well as the wire inside that hold it together

This new destructible system will allow for a better overall enviroment experience, since I'll be able to make so houses can be blown open, or a tank destroyed down to the last part, or even making the landscape be blown open so people can make trenches with explosives in the ground to shoot out of :D

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

I also want to remind people that I am saving up for the Steam Greenlight fee of $100, so if you could Disable AdBlock while on my Blog, it would mean a lot! :)

Wednesday, July 1, 2015

NG_7 "Visual Lighting"

NG = New Game (No name yet)

Two days ago I promised an update yesterday but I am up north and we have a lack of internet... Only now and then can I get on and sadly yesterday wasn't one of those days as I had hoped it would be.

Anyway it was very visual, I cleaned the original Basic Scene and saved some of the Models, but for the most part re-invented it.

First  Visual thing is a new form of "Radial Lighting" that I got going:

This adds a bit more realism with the lighting making things seem smoother than they are allowing the player to feel a bit more immersed.

I also added new Shaders for handling Specular Maps:

And finally I upgraded Unity and got a cool new feature similar to Bloom, it helps "Glow" objects to create a Eye Adaption effect or a more Realistic Effect with one being brighter than the other giving off of course more of a "Glow", check it out:

It may be a bit hard to see but look at that wall on the right, notice how at the end it seems to be glowing, that's because the floor below is getting direct light making it brighter.

I also of course just wanted to show you guys the new testing area:

It's basically just a giant infinite cloud, I love it because of the simplicity, it allows me to very easily test shadows out because of its pure whiteness and it allows me to test distant objects easier because they stand out among the white.

I promise more updates, but as said at the starting my internet is sketchy at best, I try to get in what I can when I can, I know this isn't the most exiting of updates but it will make the game a whole lot more immersive, and that's really what I was going for!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, June 29, 2015

The wait is over

I just wanted to thank you guys for being patient, the wait is over and I promise a big visual update tomorrow on the game, I have done a lot of sketching and modeling and I have re-done quite a bit on the Visual end of things, I know you guys are going to love it!

(I also want to note that I WAS recording my entire development process since day 1 but the file is becoming too large (It hit 40GB) and that's when it's all put together not raw, so I am going to go over and narrate what I have but I don't know if I'll be recording anymore)

Saturday, June 27, 2015

Short Animation Project

I just wanted to let you guys know of a short animation project I'm working on, it's a remake of a famous Song called "Blue (da ba de)" by Eiffel65. Made in 1999, and it's video was cheesy, ridiculous and very awesome! So I decided to take a shot at it, I only have the intro done (And it's not fully done) but I wanted to see what you guys thought.

Again, not perfect, not done and for those of you who have already seen the music video to Blue by eiffel65 you would get what I was going for.

(Incase your curious, here's the original music video)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome ! :)

Thursday, June 25, 2015


Just letting you guys know the lack of Updates is due to some IRL work, I now have enough for the Steam Greenlight (whenever the game is ready) so now I can continue on Game Development. I also want to really thank you guys for supporting the project, I know that I've pretty much only had the one comment on this (last post anon) but it really means a lot that someone even cares enough to do that, it really helps motivate me when I know that people are actually interested in what I'm doing, so I strongly advise that you guys post comments with suggestions, or even to just say hi, It does mean a lot!

Thanks for reading, and I expect to get a good deal of work done, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, June 20, 2015

NG_6 "Guns & Trees"

NG = New Game (No name yet)

Today was a great day as always. I re-imagined the Player, (Okay I just edited him) to round off those Phat Thighs. I also gave him a gun so he didn't feel so alone.

And finally a very large detail, is that I created the First map in the game!

As you can see it's a very low density forest with not much but it's still better than the old Starter Map!

I actually had to completely re-do all the Animations for the player, due to a glitch which they ended up turning pretty good. He now has 3 Animations Default, Walk, Hold Pistol, the Idle animation got deleted and I have yet to make a new one.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

NG_5 "Destruction & UI"

NG = New Game (No name yet)

Today I got a lot of work done with the UI, now when you Press multiplayer you have 3 buttons you can pick from, Servers, Host, Back. Back takes you back. Host will bring you to a screen where you can type in your server name and press host. It is suppose to then create a server with the name you typed in, but right now it doesn't want to work. I also added some more error pop-ups such as not typing in a server name, and checking for Internet Connection. And I organized the Servers List a little better, I also worked on making some more Destructible Props, right now destroying a barricade, doesn't look... The best, but hey it still transfers over the Network, and works.

Also, we killed Jim..

(Also if anyone wants to help in, I am not 100% where I am going with this game, I was thinking a Unturned Graphic-Style mixed with Battlefield so it was a cool Shooter Game that was playable on Low-End PC's)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, June 19, 2015

NG_4 "PvP & More Multiplayer!"

NG = New Game (No name yet)

Today I have gotten a good amount more done as today was one of those lucky free-days. First thing I did was the last thing I mentioned in the last post, I made sure that the players when they destroyed an object could both see that it was destroyed, not just the person who destroyed it. I then worked around with the script I had setup for that object and I applied it to the Players so now they can actually shoot and kill each other. It's very beta, right now all that happens is the player who dies simply dissapears and is returned to the main screen where they can't respawn (yet).

I write things down as I go to remember them, so I crossed that off to show a little before-and-after thing. I just got done Implementing a lot more to the Networking Code, you can choose either Singleplayer or Multiplayer off of a Basic UI Menu, if you choose Multiplayer it first checks that you have access to the Internet, if you don't an error will pop up telling that it can't connect. If you do it will bring you to the Lobby Page, there you can see all the servers that exist in the Game. There is also a "Join Random" button that if you click will automatically try and join any random server, if none exists it will create one, by default your server name is "Some Server" followed by a randomly generated number between 0 and 1000 to make sure that games don't have repeat names in case your trying to join a friend. So say I went on and there were no servers and I pressed Join Random, well one would be created and be given that name. Ex. "Some Server 411", to everyone else, they could see that room in the Lobby, as well as how many players it currently has on it, and how many it can hold total.

In the future there will be more to the Lobby, such as Creating rooms with your own Name, map, etc. but for now this is working out quite fine.

This has been a lot of fun developing, it's very surprising to me how much I have done within only a few days (Probably about 20 hours total of actually working on the game) however I have still been recording development since first moment so I could actually check how long I have been working on it. Later I will put it all in a Timelapse showing off the games creation, with me narrating what happened on each day.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Thursday, June 18, 2015


NG = New Game (No name yet)

Welcome back to Whatever this is, I have no clue. First thing I did was make sure that Animations could be seen over the Network and I polished up the Movement a little bit, it's a little less of a delay now, but it's still noticeable (0.4 seconds maybe?) Anyway, I may have to make movement a little less smooth in order to fix it, or I can create a Script that predicts movement. We'll see.

I also got the basics of Shooting done, your character as of right now has a fairly complex shooting system, that makes sure they cannot shoot themselves, or through walls. It also if hits an object sends info about the object, if it hits an object and that object happens to have health, it damages that Object. If the objects health reaches zero it will disappear. This is not yet Synced over the Network, so right now on one persons screen the Object will disappear, and on the others it will still be there.

I don't know if you guys can tell, but on one screen the player can see the box, and on another the box is gone

Wait... The characters are so flat... What nightmare have I created.. Oh no.... It's.... I can't.... but....

This explains how I could have a picture of this post spelling out Illuminati before I even post it to the website... How could I have a picture... Of the post... Before it existed?... There is only one Explanation.

(Sorry if that seems kinda dumb, I just like to bring humor into my posts)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Wednesday, June 17, 2015


NG = New Game (No name yet)

Alright, so today I got a ton done, I have a lot going on IRL so I only have about 2~3 hours a day to do Game Development (I have a few lucky days, but not often). So updates might not be very large..

Anyway I did a lot of Alpha Testing with a friend to get a lot of the Network Bugs out of the way, a few of them were obvious, others, not so much. I was able to Smooth-en Network Movement by quite a bit by telling the Game to update and move the character based on original to new position It's not 100% Perfect since there will be a delay (like 0.6 seconds) between you moving and everyone else seeing you move, but it's the best that can be done right now. I also have a Small Alpha Character made up, since I am not sure how the Players are going to look this could end up being the final (Most likely a modified version of this) But here is my Alpha Model:

It's very Iso or Low Poly since it was just a Quick Creation, he has a few animations, Default (Which is him in the T Pose for Animating) then there is the Walk, and Idle Animations. Walk is modified to run at half speed and backwards when the character moves backwards and set to Normal when moving forward. So far these animations so not Sync over the Network but they will very soon (Actually after I post this I'll probably do that). Let me know what you guys think, I know it's not much, but I have also been trying to get a picture in there to keep things interesting and Not-Boring since there's so much text to read!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)


NG = New Game (Not yet named)

So Game Development has not been going for very long at all, (A day?) And that's also when I have actually had the time to work on it, but for what time has been given, I would say a good amount has been done.

I added some Lighting, a Basic Player, Lens Flare, and a few other minor details. Then I put in a Tree, with some nice basic textures, it is Connected to a stump in the ground, both have Collisions, the tree itself when triggered will fall over using Physics, this is for the future when you can destroy trees. (Right now it has to manually be triggered)

I also added some  basics Networking to the game, when you join your Auto-Connected to Online and join the only server. You right now can see other players, you can move around, and look around. But that is about it, The movement is very "Jittery" like your in one spot then a next and back and there and your everywhere but it's still accurate. In the future I will make it Smoother.

I also added some Random Detail Props around the Scene to lighten the mood, they are cheesy and pretty bad but hey it makes the game feel a little less empty.

All I have for you today is a picture of a tree,

It's just a quick thing I made in Blender.

Anyway, I have been recording for most of the Game Development so when I have a bunch done I can compile it all together and show you guys me making the game from Day 1. The Code will be blacked out or blurred depending on what I do because of Course I don't want anything stolen (It will probably be going by fast enough where I don't need to worry about that) but just in case.

I want to thank you all for the Support, and I hope I see you in the next post! Stay awesome :)

Tuesday, June 16, 2015

Hitting up a Classic

For those of you who have been with this Blog so long that you can remember the Game "Alone World". Wow, I can't believe your still reading!

But to the point, for those of you who have been here long enough to Remember "Battleground" well I have some news for you, a Similar project I will be kicking up over the summer. Not sure on its name yet, but it will come with time!

The Original Project:

After much Consideration I have decided to take on a project that is not only within my Skill Area, but something I have attempted to do in the past, when I first learned how Networking and Multiplayer worked I tried making a Small FPS Shooter called "Battleground" it was meant to be Interactive and such but I never really got around to much of its actual Gameplay. Mostly learned Network Code, (I then expanded my network code even further last summer with Sub Rosa) Anyway once again I need to get on point.

I will be starting this Project relatively shortly, it will be a Unturned-Graphic Style with Battlefield like Gameplay. With a Interactive Enviroment, Large-Scale Maps, Full Multiplayer Support, and hopefully after the release, a Campaign.

I hope your all as exited as I am about this Project, I plan to be working on it all Summer and releasing it at the end, But don't worry I do plan on Doing Beta tests along the way that you can all take a part in! Thanks for sticking by guys, I know it's been rough but the fact that your still hanging in means a lot to me!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Sunday, June 14, 2015

List of Ideas

T3D (The 3rd Dimension) is a world where you are a Scientist within the Second Dimension who has opened up the Portal to the Third Dimension. You now have to Convert your Two Dimension World and its people, and upgrade them to the Third dimension.

OSTycoon you start in the 70s and work your way up to build the Ultimate Computer Operating System with realistic Events, Markets, you have to become the Master of the OS Universe.

I dont care for either of these ideas, but hell if you guys have any please post em, I really want to get started on something soon. Preferably Multiplayer / Open World / FPS

Open World FPS Gang simulator? (Multiplayer)

Regarding the comment about the other idea

It seems good and it definitely is something I can do, I just don't know how well it will be taken up with the Community. Remember to get on steam I not only have to get on the greenlight, but then I have to receive a TON of votes to actually be put on steam

Monday, June 8, 2015


Have you ever woken up one day and went "WOW, I can't believe how few ads there are on the Internet!"

Well you don't need to fear that anymore, I am telling you for a limited time offer you can check out FREE ADVERTISEMENTS!

That's right, for FREE right now you can see as many Advertisements as you want, we have Popup Ads, Banner Ads, Footer Ads, Header Ads, Image Ads, Video Ads, Link Ads, Text Ads, any ad you could possibly want! So what are you waiting for?





It's almost summer and after a bit of time to think I have decided to try and form a think tank to come up with an idea that I can work on all summer than release to steam by the end of it, anyone got ideas? I'm all ears :D

Monday, June 1, 2015

C&E v0.017

Added Features:
+City Page now actually displays your Cities lol and their Population (Default 100, cannot yet be changed)
+Fixed Nation Page spamming Text Per City: "If this nation has any cities they will be displayed here"
+Cash is now Updated per nation based on Revenue every hour (More or less works)

The website is now powered by Cron Jobs which run automated scripts every pre-determined amount of time which allows for all Information from Revenue to Current Cash to be updated often and then to update the time relative to the game since the game has its own "Time" that it manipulates, I am thinking of making the starting year January 2, 1901 and basically the system is similar to P&W, only the Intervals are 1 hour time periods, so every 1 hour it adds a day and updates your Money based on Revenue and Resources, etc.

Sorry for the lack of New Features and details, final exams and things have been busy

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Tuesday, May 26, 2015

C&W Screenshots

I just realized exactly what was said by a Anon in the last post, there are a lack of Screenshots that makes this a very boring piece to watch. So here's some, let me know what you guys think:

The Home Page:

View Nation Page:

Create a City Page:

My Database for Managing the Network / Nations / Info:

Tell me what you guys think of the Design of the website, the coloring etc someone told me that the green might be too bright, I don't know, let me know what you guys think!

Thanks for reading, feel free to leave a comment and I'll see you in the next one! Stay awesome :)

Saturday, May 23, 2015

C&E v0.016

Added Features:
+Added the last of the Resources to the Display bar at the top of the Screen
+Added a bit more detail to the Create City page
+Did final Adjustments to Firewall
+Fixed Numbers reading Incorrectly

Sorry that's all, been real busy IRL, I will try to start pumping a lot more updates out, but they might not be as large as they have in the past.

Thanks for reading, feel free to leave a Comment and I'll see you in the next one! Stay awesome :)

Sunday, May 17, 2015

C&E v0.015

Added Features:
+Cities now cost money to Create
+Cities now display properly on Nation Page
+Added Bar at Top of Screen displaying your Cash, and how many resources you have
+Added Number Format so now instead of seeing $1000000 you will see $1,000,000.00
+Nation Page now displays when your nation was Created in both US format and Global
-Removed Debug Echos from Screen

This is where the real action starts, now that I have further figured out how to Communicate with the MySQL Database I can really get Gameplay pumped out, I know i keep saying that I almost or I do have the base done, but this really helps, it's all a Big Learning experience. And this new update allowed me to figure a lot more out. Like not only grabbing the MySQL Value, but then modifying it and updating it for a specific field instead of inserting a new row.

Again sorry for lack of Updates, but things are very hectic IRL, I try to get updates out when I can, Thanks!

Feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, May 8, 2015

C&E v0.014 "First Gameplay"

Added Features:
 +Ability to Create Cities
 +Cities Created display on Nation Page

These new Cities right now do not add to Income, but they generate a Population, Land, Density, etc. I am also working on a Script that runs automatically to determine your Cash Change during time, I also am working on a Global Time for the Game.

This is the first Gameplay that has been created, so now that the base is set more things like this can be released, which means Greater Chance of an Early Beta. I would like to note though that I broke the View Nation page, right now you cannot look at other nations pages, it will only display your Nations Page regardless of the URL your viewing when looking at the View Page.

I know this is a small post but there hasn't been a post in awhile, and I'm just now able to get some Programming in,  I was in a Dirt Bike Accident and I Bruised my ribs, we can't afford to go to the Hospital so the healing process is a bit slow.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, May 4, 2015

C&E v0.013

This was a very Visual Update, with finishing base code.

Added Features:
+Added Location on Map tab on right side of Nation Page (Although player cannot yet choose their location on the map)
+Darkened the Shade of Green used for Website Theme
+Updated Templates to use a Footer Template instead of Per-Page Code
+Fixed Overall php template

Sorry for the lack of Update, but this was mostly visual. I am finally done with Most of the Base Code, so expect future updates to contain Gameplay!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, May 1, 2015

C&E v0.012 "New Firewall"

Added Features:
+Pure Security

After reading up and taking advice, I decided to beef the websites Security, make a better attempt at Anti-Injections and such. There are a thousand stories of Hacking on the Internet of course, but what really concerned me was the Story of Sony, we all remember the Chinese hackers that went to town on Sony, right? Well they were able to be hacked so effectively because they had an Advanced Security System, but they didn't cover the basics. High-Level hackers, look for High-Level Cracks in the Gaps between the firewall. But what they forgot was some of the smaller basic details, that Small-time hackers look for, so they were hacked so effectively because they had a Security that covered the High-End hackers, but not the Low-End, (Obviously they do now, but still) so I have all the Low-End points that I could find and some upper ones, of Course the website is still prone to a Professional Hacker, but that's not really a worry. Hell I have had other websites with 0% Security that never got hacked, unless this gets 1,000 people a day, More security will not be needed.

To wrap things up, the Security of the Website has been greatly beefed, to make sure no Loss-of-Info.

+I am doing a small Break for Game Dev, because last time I did a long time of Non-Stop Coding it made me get completely tired of it, so I'm going to be taking another break this weekend.

Thanks for reading, I know it wasn't the most exiting update, but I hope to see you in the next one! Stay awesome :)

Wednesday, April 29, 2015

C&E Ideas

*Alliance-Status: The owner of the Alliance can change the "Status" of the alliance, and choose what the Tax is during that time, say the alliance is about to go into a Massive war, so the alliance status is set to "Tense-Time" and a certain tax is there, then Peace-Time, War-time, Arms-buildup, etc. And the whole thing to be fully customized.
*When performing Espionage, the cost of the Mission is changed dependent on how far the Nation is that your performing Espionage on.
*Espionage to be performed on Alliances themselves?
*Network Upgrades ~ Upgrade your Network to make it harder to be taken down, and possibly different upgrades for things like Discounts, etc.
*Espionage Statistics not Public Information to create Secrecy.
*Alliance Perks ~ Perks can be bought by the Leader / Heir of an Alliance that adds a boost to all members inside the Alliance, the boost is to be VERY subtle, very small changes, but still there.
*Continental Perks ~ Depending on what Continent your on, different perks are applied like +% of Food or -% in Military Strength, stuff like that.
*Large-Range Nation Searching
*Different Ranks in the Alliance pay different amount of Tax, Leader pays this %, Members pay this %, etc.
*Can only Recruit 1/3 of your Max Military Per Day, so an Army takes time to build up
*Choose what Currency your Nation goes by, and that is also Displayed, so instead of seeing $5000 you would see 4572.47 (If your Nation Currency became Euros) In this sense it would not only say your Nation Currency, but actually calculate your Balance based on that Currency.
*A City has a Infrastructure cap based on Land (Infra cannot go higher than land).
*Group Chat ~ So now you can do a Group Conversation instead of having to throw messages around everywhere to each person/nation

Let me know in the Comments what you think!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Tuesday, April 28, 2015

C&E v0.011 & Network Idea

This latest Update finally brings Gameplay into the Equation, before now there was a Nation Page where it displayed the General Statistics of your Nation, but now there is more you can do, The primary addition being Cities, although Right now cities are useless and can't do anything besides just have a name, it is a great Base to add to the game for when I get around to bringing in the Heavy Features.

Added Features:
+Added Military Display (Shows you how many Military Units you have for: Soldiers, Tanks, Aircraft, Ships, Score)
+Added Statistics Page, showing how different Stats of the game (Currently displays how many nations have been created)
+Added Score (Does not yet have any value to it)
+Added Cities page (Does not yet do anything)
+Added TrackID feature (Now it tracks who your logged in as on all pages, not just the Nation page)
+Disabled Characters when logging in your Oasswird (Used to display your Password as you typed it, but now it does the whole ****** thing as you type).
+Added Google Analytics Tracking (So now I can see pageviews, and how many people are actually going on the website, etc.)
+Added Google Ads (Since it's a free-to-play game, my plan for keeping the Website alive is Advertisement, so I do want to request that when the game is released, you disable AdBlock when on the Website)
+Added Anti-AdBlock message (If you have AdBlock On, a message pops up asking you to Disable it)

Also just in case it was confusing in the last update (Well most likely it was since I didn't explain it what-so-ever) The Military Unit "Scorpion" is a new Unit that most of you would not be familiar with. Unless of course you were thinking of the Scorpion Vehicle from Halo, then you would have pictured images of Futuristic Warfare, No the Scorpion is not a Vehicle.

It's name Scorpion based off of a Show i watch on Amazon Called Scorpion. They are a bunch of High Intellectuals who solve Crimes through Computer Science, and Calculations.

So the Military Unit 'Scorpion' is basically like a Military Computer Hacker. They are used to Shutdown another Nations Network, Seeing their Recent Transactions, Messages sent, etc.).

I will also be working on a "Network" the Network ties your Nation to the World, basically without Network your Nation cannot Trade with other Nations, Send Messages, and War Range is Decreased 50%, as well as you cannot perform Espionage, and all units but Soldiers / Tanks become Unavailable. Let me know what you guys think of this new concept in the Comments!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, April 27, 2015

C&E v0.01

The Big V0.01 ! This update is Big enough where I am not going to even write about it...


Okay Ill give a list.

Added Features:
+Added Military Units (Soldier, Tank, Aircraft, Ship, Scorpion, Atomic Bomb, Nuclear Missile, Ship)
+Increased Anti-Injection Security
+Broke the Login / View Nation page 9 times
+Increased User-Friendly Website Navigation
+Adjusted Coloring of all Tabs
-Removed more Useless Lines of Code
+Added some Useless Lines of Code, then realized they were useless and deleted them
+Began on Initial User Cities Tables in MySQL

This list is Amazing (in my opinion) as it represents a great jump in progress, with the addition of Military Units, a basic City system, Great new Website Features, and look, as well as getting rid of that terrible useless code. And to just putting icing on the Cake, an upgrade in the Anti-Hack system!

An AMAZING Update coming Tomorrow :D

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, April 24, 2015

C&E v0.009

Lots has been done and I'm very exited about it!

So this new Design thing is working out very well, it has made Individual editing of pages much easier, as well as templating them so I don't need to edit each page for minor changes. Most of what has been done has been Cleaning and New Design. I have reduced the lines of code to half what it was (Cleaned up the old, not needed code) and made everything just so much easier to deal with. This will result in much faster editing of the Game / Site and a lot better Overall look!

I have also worked on continuing the Anti-Hack system, due to creating more indexes and less custom .php names I have created a system where those looking for a vulnerability in the Websites MySQL Grabbing will now have to look beyond the Domain, for example if someone looking at the Original site saw website.net/blahnation?userID=5 they could easily grab that userID and inject them, but now all they see is website.net/nation/userID=5 , without the ? before a custom Php link makes it much harder for them to grab values, and will now have to go beyond just the link of the Webpage to find an Opening. (I even tested it myself by trying to hack my own Website, and being unable to do it as the person who designed the security system, means that this thing is working Great!)

Sorry that there was no special "Added Features" section, but a lot of this was work for future updates, and to make things look better, here, to make you happy:

Added Features:
+Better Look
+Better Coded
+Better Anti-Hack

There, now we are all happy :D

EDIT (Note):
I will be unable to do Updates this Weekend due to some IRL Complications, and being unable to use my Computer, also dealing with a glitch that causes you to switch user when you first log in, basically you login, it takes you to your Nation page, but then it switches you to User 0 (The first account ever signed up). So that will take some time to figure out and fix, (Tried for a few hours earlier)

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Thursday, April 23, 2015

C&E v0.008

So there has been a lot of progress, but there is also a big problem. Originally the Website was being coded for Localhost then gradually moved into MySQL, the result being a tangled mess of code linking to both Localhost and MySQL (Online), so I have pretty much had to redo most of what I have already written, the good news being that this will make future development easier, make the game look better, and harder to be hacked!

So far I have re-written the way Templates connect, and how Directories link to one another in terms of connecting, and made the whole thing a bit more organized. The result has been fantastic, and I want to share with you guys a quick screenshot:

As you can see there is no Nation Page, information, and it doesn't show you resources, but that's because I am re-doing the Visual Portion to make it fit the game better, the end result will be much better.

Again, I just made to be clear, I am not re-doing the game, Just cleaning up the code, and making it look better, and easier to edit.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)


Tuesday, April 21, 2015

C&E v0.007

Added Features:
+When Searching for a Nation, if the Name is similar to what the Real Nation name is, you will still get the result, say you were searching for nation name 'kingdom' but just typed 'king' it would still pop up.

Glitches Found:
+Search Page rounds to the UserID, not the Nation Name, so the result is always the First nation ever created
+Resources / Cash don't update unless you Log out and Log back in
+If logged in and Visit the Main Website page you are told that the website is under maintenance.
+If already logged in and visit your Nation page, will display the first nation ever created unless you log out and back in

Idea: (Please Leave in Comments what you think of it)
Ability to Switch Theme (Normal | Basic) ~ Possibly others

So this update a lot of Bugs were found that are going to take a bit of time to fix, so expect the next one to be a big list of bug lists. Remember this is an MMO Browser-based the fact alone that it is an MMO means that a lot of this starting code is the "Structure" or base. Getting ready for the mass amount of Data that will be constantly transferring through the server.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, April 20, 2015

C&E v0.006 + Anti-Hack

Added Features:
+Icons for each Resource
+Fixed the Ammunition not displaying its amount
+Broke and fixed the Login / Signup a few more times
+Added PHP/MySQL Created Nation Pages, so you can view other nations now!
+Added the ability to search for other Nations (Right now its cap sensitive, and has to be exact, will do similar, and non-cap sensitive in the future)
+Added Anti-MySQL-Injection Precautions (Anti-hacking)

This new PHP/MySQL Nation Page system is great, every nation that registers will automatically render a page (Without having to force duplication) that allows you to view each others nations


Where the userID is, you would put their Nation ID and you would automatically go to their Nation Page, or you can go to the Search Page.

You register a nation called bob kingdom, it generates a UserID of 29.

You would search in the Search bar for "bob kingdo" it would give an error, you search for "bob kingdom" and it pops up with a link saying "View Nation" clicking that will direct you to


It is a great system because now Nations can interact with each other, and it doesn't take up a bunch of Space on the Database and Directories / Server.

I have also taken some precautions in adding Anti-Injections, like Cleaning the UserID, Names, Passwords, etc. So it will be harder for Hackers to steal Information or Overload the Server.

Basically to sum it up, New Icons, ability to search for nations, nation pages, and a basic Anti-Hack system.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)