Space Clouds

Dev blog ness of August 14th!

Kalipso did some Prospecting work, when there was an error relating to prospecting there were no error messages transmitting, so that was added to the client.

He finished up some eridium stuff and added a factory that breaks eridium down into 24 pieces to be used as a fuel for energies (so if the server crashes you won’t lose out on your fuel).  He also added some options in the admin panel to add/remove missions without editing xml, which is super nice for us to make things way more efficient.

Jeff rewrote some code for engine thrust since it was ancient and buggy.

I forgot what Blue Dwarf said he did in the meeting, but I know he’s been working on cleaning up something regarding the balance sheets, and apparently no one wants to do it. Balance sheets are evil.

Jey hasn’t reported yet whether he’s found that memory issue, I suppose no news is good news, as we’d be hearing him bitching about seeing hexadecimal in his sleep if he wasn’t on the right track.

Thomas did more website stuff (I was distracted in the meeting with tickets).

I worked on tickets and some investigations. I also started work on our F2P vs P2P page so we can use that in marketing materials going forward. I am having to take a crash course in javascript which makes me cry inside.

All in all another productive day in the SS dev world!

Daily Dev Blog August 13th!

I’m about halfway into my workday so I’ll talk a bit about what we discussed in the meeting this morning plus some other stuff!

Blue Dwarf fixed up some code bugs regarding sticky items & drones. He and I went through our bug tracker yesterday to try and clean it up a bit. We have a TON of old bugs in there that were fixed but never actually marked as such on the tracker. It’s still a little chaotic but definitely getting organized.

Kalipso has been making some new uses for Eridium. One of the cooler things he added is a fancy energy that gets fueled for a day.

Jey’s been split between two different tasks, the first is the in game item shop for things that cost space points, item forms, aug resets, and name changes. He’s also been trying to isolate a memory corruption error and has been staring at Hexadecimal for way too long. He’s like Neo now.

Thomas did some more work on the main page update that will look dramatically different. This is also our first post with the new blog! Hopefully things will go off without a hitch!

I got the support ticket system caught up to date yesterday so it can be easily maintained on a daily basis instead of an every other day to three day basis. We’re at about 33 tickets. I ended up having to add a rule to the game rules yesterday. Too many people were getting their accounts compromised when they shared their passwords, because the people they shared with would turn around and share with THEIR friends, who may be on a team you’re warring. We will now ban if you share the password to an account you do not own, and it leads to compromised accounts/bases. Play the game legit, if you can’t take a base or galaxy cause it’s too strong, don’t log into someone’s account and toss all the shields. Either play legit or get banned. On the same note, we really discourage you from sharing your account password, yes, we can temp ban if someone compromises your account now, but we still can’t get any items lost back into your hands.

Jeff and I had a discussion yesterday about how we want to position Star Sonata moving forward. We both agreed that right now Star Sonata is a bit all over the place, and we’d like to focus it in. We both love how SS is action based, and requires much more skill than a point and click type game. While we haven’t come to a grand decision yet, it’s something that we will be looking into heavily and making decisions on in the next few weeks. How we market SS going forward will also define further game design decisions. We’ve planned a meeting for Friday to discuss marketing and how we want to brand the game going forward.

-Bageese