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DebuWars (A Small Game In-Dev)

Discussion in 'Online Game Development' started by quinn, May 4, 2011.

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  1. quinn

    quinn Starcatcher Ogre Veteran

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    So I haven't used PHP or any web-dev seriously in literally 5+ years.
    So I've decided to start a small project called Debuff Wars, or DebuWars for short and coolness.

    The game will basically be a battle royale. There will probably be a goal of some sort.

    Basic Plans:
    --Create a map.

    --Create a battle system.
    ----* This battle system will consist of a single button click by a player on the same map space. The battle will then complete instantly.

    --Make usable items.
    ----* Mines will be one of them. Once set if players walk on them they will be debuffed for their next battle.
    ----* Scented Candles will be usable also. Only ones placed by other players will work on you. They will remove all debuffs.
    ----* Uranium Ore will be randomly placed on the map, causing massive buffs.
    ----* And more in the future.

    ^These items will hopefully cause players to split into teams and have wars. If they don't there might be some...intervention and more programming.

    -- Chat. PMs. Guild Chat. Guild Mass PMs. Forum. All that good stuff.

    -- Make an avatar system. Players will be able to be represented on map by a SMALL icon. This icon can be picked out of different awards the player has earned.

    -- Eventually, once the previous features work (or most of them), I shall probably create game modes such as TEAM BATTLE or KING OF THE FORT.


    Eventually there will likely be ticks so that you can't do insane things like run and set off a mine, then go back to your friends candles and run across the entire map to attack without being debuffed....possibly a GUARD move that allows you to attack anyone automatically who comes within one or 2 squares?

    The game will be closed source for a while, but if you are interested in seeing the code once I start you can PM me. It'll probably be released under Creative Commons when I finish.

    If you have any ideas, you can post them here. Or if you just like the idea and want to give me feedback :)
     
  2. p

    p Moderator Staff Member GameOgre Moderator

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    This post is mainly so this shows up in subscriptions for updates, but also, I's intrigued.
     
  3. awesomedrako

    awesomedrako Clubbed

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    Gameplay is solid, but I wonder what art style you could go for... There are plenty of artists in this forum you could commission after all :)
     
  4. shugo

    shugo Active Member Ogre Veteran

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    sounds cool,

    but with the first item, how have you thought about validation of user input?

    what kind of map? grid map?
     
  5. quinn

    quinn Starcatcher Ogre Veteran

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    Validation? Likely just checking if they are logged in (probably just a cookie. IF it actually became more popular I could put it more work to make it more secure).

    And yeah, the map will be a x/y coordinate grid.
     
  6. shugo

    shugo Active Member Ogre Veteran

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    OK so if you have no validation, perhaps I as a user should create a duplicate html form and force click my way off the map, or without validation I could attack anything, including things that were supposed to be out of my range, or worse I could make an sql injection and hack your server ;)
     
  7. Joker

    Joker Well-Known Member Ogre Veteran

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    I prefer DebuffWars :D.
     
  8. awesomedrako

    awesomedrako Clubbed

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    Joker's right actually. 'Debuwars', because of the way I read it, makes me think of it like 'Debut Wars', which is wrong obviously, and I have to remind myself it stands for 'Debuff'.
     
  9. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Good luck Quinn!
     
  10. quinn

    quinn Starcatcher Ogre Veteran

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    If I use PHP as planned, SQL injection should be pretty easy to stop (just have to sanitize the input from anything).

    Also, basic stuff like going off the map will likely be solved by having a row of tiles with a variable of something that will make them non-enterable, and could send the player back the direction they came from. (Tiles will already have to have the ability to do something when entered or they won't work..)

    Not sure about the rest, but I really don't expect it to get popular at all and if it does I will definitely look into stuff like that and patch it up before it leaves beta.
     
  11. sasuke2490

    sasuke2490 Clubbed

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  12. shugo

    shugo Active Member Ogre Veteran

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    Ah so you do sanitize stuff. Good! :)

    Won't that make some of that needlessly complicated?


    There are easier and simpler ways.

    1. Make a table
    2. Fill table with all grid tiles (x and Y coordinates)
    3. sanitize user input, by making sure the grid coordinates are integers
    and here is the clever part, you can set a range for integers, that way noone can ever wander off the map
    4. if user moves to tile, count the tile from the table that way you are certain that the user is on the map
     
  13. shugo

    shugo Active Member Ogre Veteran

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    Like so:

    Code:
    if (isset($_GET['xbuild']) && isset($_GET['ybuild'])) {
    filter_var($_GET["xbuild"], FILTER_SANITIZE_STRING);
    filter_var($_GET["ybuild"], FILTER_SANITIZE_STRING);
    $x_options = array("options"=> array("min_range"=>1, "max_range"=>13));
    if(filter_var($_GET["xbuild"], FILTER_VALIDATE_INT, $x_options)){
    $xbuild = $_GET["xbuild"];
    $y_options = array("options"=> array("min_range"=>1, "max_range"=>12));
    if(filter_var($_GET["ybuild"], FILTER_VALIDATE_INT, $y_options)){
    $ybuild = $_GET["ybuild"];
    
    $resulttile = mysql_query("SELECT COUNT(*) tilecount FROM tiles WHERE gridX ='$xbuild' AND gridY ='$ybuild'");
    $rowtile = mysql_fetch_array($resulttile);
    $tilecheck = $rowtile['tilecount'];
    
    
    
    
     
  14. shugo

    shugo Active Member Ogre Veteran

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    if $tilecheck is 1 then you know for certain that it is on the map

    if the x coordinate is higher than 13, or the y coordinate is higher than 12, then you know it is not on the map
     
  15. shugo

    shugo Active Member Ogre Veteran

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    the counting is not really necessary if you made the first step.

    However suppose you have tiles that you cannot move to, like sea, then it is worthwile to count and see if the tile exists
     
  16. quinn

    quinn Starcatcher Ogre Veteran

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    Yeah, I figured that my way would be multi-purpose with blockable tiles as well.

    Also it would work for variable size maps as well (although using your method and putting variables for the values would be trivial, and probably better for use to reduce complexity as well).

    Thanks a ton for your help :)
     
  17. shugo

    shugo Active Member Ogre Veteran

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    you're welcome, but I didn't come up with this idea myself ;)

    I copied the idea from arcgis. ;)
     
  18. munchies

    munchies New Member

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    are you still working on this project? it would be cool to see some progression!
     
  19. Joker

    Joker Well-Known Member Ogre Veteran

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    I volunteer to test the game when its ready:D.
     
  20. quinn

    quinn Starcatcher Ogre Veteran

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    It's currently on hold, as I've started working again on the OgreMUD. Noche and I are currently brainstorming the map for it, and you can see it in the thread for it in the MUDs section.

    Still would like to do this, eventually, though.
     
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