By: Talibar Zukro , on: 2019-11-26 13:28:03
|Just a small update... There was an issue with the forums where you could no longer switch between boards(EG: Sim boards, RPG boards, etc..). That's been resolved using some refactored code. |
I am working on several different items at the moment. Unfortunately the new site design took a slight back seat. So I am thinking the re-design will come this weekend or the next.
There are two features that I have been hard at work with at the moment. One is the travel system. There is a barebones system in place and there is a timing system in place. However, what is needed is also is regular ground to ground travel, entity travel and some further development on the space/atmospheric travel.
The other feature I have been working on is the NPC dialogue and quest system. At the moment, the scripting engine for NPC's is a bit clunky and most likely difficult for non-programmers to use. This will limit severely how many will actually make use of this system and will slow down quest production for the administration. Therefore it will be replaced with a nicer visual design interface and will still allow all the same features and more.
I also have two surprises by next week too... 😉
|New design this weekend and Dialogue fixed
By: Talibar Zukro , on: 2019-11-20 17:32:53
|You may begin using dialogues again and talking to each other. That bug has been fixed.|
Also, stay tuned, a new design is coming this week. So don't freak out if things look different.
|Updated Game time: Yuushan Vong invasion in the Co
By: Talibar Zukro , on: 2019-10-29 13:32:13
|The game is under-going several changes. Most changes are happening behind the scenes. Right now, the system is a customized content management system called SimCMS that I created that handles all the web, back end and game functionality for Star Wars BFS. A lot of changes are occurring there to allow smoother game operation and more functionality and game play as well as speedier development. That is taking place nicely.|
My next goal is to alter the CSS content of the website and redesign it into something spectacular.
The most notable change that took place at this moment is the game time that this game takes place in. Over the years I have changed this repeatedly. I only did so since 99% of registered users have been inactive for long periods of time. As such, the game time has undergone a lot of changes. I am making one such change as well. I am leaving the game as part of an un-official spin off to the Star Wars Combine(www.swcombine.com). However, rather than take place during the Old Republic time, I have decided to have this take place in the year 316 Combine time. The story however does not focus on the first order or during a long history of Empire Vs Republic issues. Rather, this will take place in a timeline nearly 300 years in the future and in it's 12 year of the Yuushan Vong invasion.
The reason for this change is for legal, convenience and interest reasons. I say legal because at the moment the Yuushan Vong invasion is considered a legends story plot. On top of that, the invasion occurs 30 or so years after Return of the Jedi, not 300 years. So the game takes place in a time that has not been relatively touched in official Star Wars Canon or Legends canon. Further more, with an Old Republic game, movie and such coming out, having this game not take place during the same time period will not draw unnecessary attention. I say for interest reasons because the truth is that with The Old Republic MMORPG out and the Star Wars Combine taking place during the Old Trilogy time and beyond... not a lot of interest would be generated in this game. However, creating a game set during the Yuushan Vong invasion might generate some interest, especially if it supposedly takes place in the timeline of another popular online game. I set it during the time it is set in for convenience because this allows me to use a plot device that gives the game that is set in an established universe a clean slate. EG: It takes place in the Star Wars combine timeline and universe, yet the universe is blank enough because of the Vong that we can recreate it anew. It is also conveniently set 300 years into the future rather than 30 years since the combine is in it's 20th year of gameplay. I did not want the game to eventually overlap and cause continuity issues. I wish the Combine the best, of course, but I do not think either game will last 300 years, nor would anyone playing now survive that long. LOL.
So, without further ado, I have gone ahead and changed the timeline of the game. This week I will wipe out the factions. The game has a lot of development to go through. But that doesn't mean that in the meantime it can't be fun. Create a roleplay thread in the forums and let's have some fun!
|The latest and last Rise of Skywalker trailer has
By: Talibar Zukro , on: 2019-10-22 13:59:18
|The latest and last Rise of Skywalker trailer has been released!|
Watch the Trailer here:
Watch a breakdown of the trailer at these links for spoilery goodness:
|SimCMS is going commercial - Future of our game
By: Talibar Zukro , on: 2019-07-18 17:19:28
|I want to apologize for the delay in releasing updates to the engine and game in general. I still plan to update this and I still plan for this game to be a prequel to the Star Wars Combine. However, due to lack of participation and interest from others, I felt this would be a good time to continue refactoring the website code rather than focus on producing new features or improving the ones that are there now. |
In general I refactored about 100,000 lines of code out of the nearly 900,000 that exist. As you all know, 99.9% of the code on this site is original and coded by myself. The code is aging itself and reaching probably around the 7 year mark. A lot of the code is inefficient. Other parts of it have security flaws. Some of it is just broken. The rest is outdated. The refactoring process should eliminate a lot of code from the game itself. While some might think: "Eliminate code? Does that mean you are removing features??" The answer is "no", at least for now. Refactoring the code and eliminating other code means that I have rewritten parts of the game to be incredibly more efficient. In all, as we speak now, with a better system having been written, I am anticipating that the current code written now will be reduced to 300K or 400K lines of code instead of the 900K that exists now.
Now I did say that my focus was to improve the code and not add or improve new features. That doesn't mean some features wont be improved upon or added to during my refactoring. A positive consequence of refactoring code is that some features will need to be rewritten to function better. On the other hand.. While I plan on not removing any current features, it may be inevitable. But that doesn't mean it wont come back.
One of the major revisions being done at the moment is a refactoring of our global functions into a class system. There should have been a class system from the start. This would have produced faster coding, more efficient results and a better and more organized system should I have ever wanted to include more developers in on this system or game in the future.
Having said that, I have a further announcement. SimCMS will also be released commercially upon basic completion. They system already functions like other CMS systems such as Drupal or Joomla. However, there will be more functionality right out of the box than those systems include. In many cases, some of the add-ons used to create the functionality of SimCMS will amount to a significant cost. The planned features include a powerful forum system, updated news and comments section, social networking features and a fully functional MMORPG browser sim and more. I am aware that most folks can't afford much. So I am aiming for a low price range for the commercial release. The planned release cost will be $4.99. However, as time goes on and more progress is made on development, I plan on raising the cost of the CMS to as high as $9.99. However, those that purchase the CMS at a lower cost will receive free upgrades for the life of the product. I know that some feel that using Joomla and Drupal will be more cost efficient as those are free. However, many of the planned features are typically purchased as an add-on at a higher cost. In addition, this is a product that took years for me to develop on my own and it took a lot of courage for me to release it, especially as it is a modifiable piece of open code. Further to that, I would need motivation to continue to develop the code itself and finally, it will also help support this game and others.
At the moment I do not have a time line of when I will release SimCMS. It will be released once it reaches version 1.0 Officially. I am hoping that this product will be released before the end of the 2019 year or first quarter 2020.
Please stay tuned and thank you for your continued support!
|Faction Leaders and updates
By: Talibar Zukro , on: 2019-02-07 09:39:46
|I will be posting some small updates and bug fixing within the next week. We still need faction leaders. PM me if interested.|
By: Talibar Zukro , on: 2018-09-19 15:41:46
|I was a bit delayed im releasing this. But am hoping that over the next 7 days we will have a better system going.|
|An update before release of travel: SimCMS
By: Talibar Zukro , on: 2018-09-12 07:43:25
|I will be changing the name of the engine from BFS to SimCMS. It is more appropriate and combines all the elements of the engine in one simple title. We have moved away over the years from SWUM as our partnership SW Unleashed was short lived. The system is also more than a battle engine or Sim. Thus, I feel that SimCMS is more appropriate. I have also decided to refer to all the sub-engine parts(EG: Travel Engine, Communications Engine, etc..) to Modules. The site content will be known as Components. This is a more modern and streamlined way of referring to Content Management Systems these days anyway. Please see below for current Module versions:|
Overall Engine Version: SimCMS 0.689
Communication Module: 0.72
Character Module: 0.60
Forums Module: 0.90
Travel Module: 0.77
Privilege Module: 0.45
News Module: 0.95
Battle Module: 0.10
CMS Module: 0.761
Backend Module: 0.871
|Ships, travel, planets and citie...
By: Talibar Zukro , on: 2018-09-01 12:59:35
|In addition to the hundreds of things being worked on... Either by the end of this upcoming week or the one following it... We will have the following implemented:|
Ships and Ship inventory. - Every one will receive a random ship and quantity. Factions will receive fleets.
Travel - will now require ships. For new users coming in after the free ships, you will need to use the spaceport.
Planet inventory and City inventory is coming as well as city building.
So stay tuned.
|Game Timers for the force and battles fixed
By: Talibar Zukro , on: 2018-09-01 11:15:06
|The timers for attacking a player is fixed and will be reset once a day after you have exhausted all your fighting options.|
Timers for force training have been reset and your training should end every hour.
Let me know if you are not seeing this is being case.