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New cybervillage

Posted: Sun Dec 12, 2004 10:12 pm
by Red Squirrel
This will be the thread to keep you guys updated on the status of the new cybervillage.

So far there's not much, just the map feature. Now I just need to insert the curent things such as the bank, and impliment the bank script so it supports more then one bank, and do the same with the mall etc...

But anyway here's a screen shot of how it will look like. The grid is 15 by 15 and each box is 50px*50px.

Image


Archived topic from Iceteks, old topic ID:2918, old post ID:23787

New cybervillage

Posted: Sun Dec 12, 2004 10:16 pm
by Red Squirrel
Oh and in this new cybervillage it will be possible to do terrorism! While this grid is somewhat based on X and Y I just need to use gemetric formulas to do stuff like circles and clear everything inside or what not.

But terrorsm will have a serious penalty and it will be very hard to do, but it will be quite effective to crush competition. For example if someone bombs a bank, all that money is lost! Not sure how easy it will be to impliment and how it will work but just an idea that popped into my head that would be a neat feature.

There will also be an elected goverment, so maybe a like 3 members will be elected to control aspects of the cybervillage such as fines and stuff. Every month or whatever there would be an election and through the cybervillage you can vote back the curent goverment or someone new can run. Not sure if this will be implimented or not though but it seems possible to do.

Archived topic from Iceteks, old topic ID:2918, old post ID:23788

New cybervillage

Posted: Sun Dec 12, 2004 11:39 pm
by Death
Sounds Cool :awesome:

Archived topic from Iceteks, old topic ID:2918, old post ID:23792

New cybervillage

Posted: Mon Dec 13, 2004 11:50 pm
by Red Squirrel
Just a bit of progress I reprogrammed the bank script to support multiple banks so when it shows the total bank's property it will only show for that particular bank, and transactions will happen only for that bank. Basically I had to put an extra collumn in the database table for the bank accounts. The main bank is ID1 while wallets are 0, and any other bank will be another number. Malls will work the same way but I'll do that part tomorow.

For the trivia and what not It will probably be only one easier that way. (uses a file db)

I did not impliment service charges yet for banks but I will, each bank will have different service charges to it. I think what I'll do, to rob a bank not only will you have to succeed using various weapons, but you'll also need enough HP to bust through whatever HP defence the bank will have, which I guess will be based on the user's HP, not sure yet.



Archived topic from Iceteks, old topic ID:2918, old post ID:23804

New cybervillage

Posted: Tue Dec 14, 2004 12:01 am
by Death
Will the banks offer interest on your money? I'll go for a 5% interest compounded per minute :P. Would be kind of cool. I think the trivia center needs more quizzes too. We should have one on Microsoft Exploits :roflmao2:

Archived topic from Iceteks, old topic ID:2918, old post ID:23808

New cybervillage

Posted: Tue Dec 14, 2004 12:12 am
by Red Squirrel
Yeah interest will probably be added and vary from bank to bank, just not sure how it will be calculated yet. Easiest way is to probably have a month set somewhere and whenever an account is loaded it will check how long since the last update and calculate from there.

Archived topic from Iceteks, old topic ID:2918, old post ID:23810

New cybervillage

Posted: Tue Dec 21, 2004 12:37 am
by Red Squirrel
Here's how the map looks like now.

I implimented malls, so it's now possible to have more then one mall. The way it works now is that when you buy, it shows how many items the mall has in stock, so it's no longer unlimited. So stuff like army tanks for example won't have that many in stock, while things like 2*4's will.
I also got rid of categories, too complicated to impliment in a multi-mall enviroment, and instead of categories, it will be seperate malls, so if someone opens one he can choose to only sell vehicles, or only bombs etc...

The main 2 things to impliment now are the stock market, the ability to buy land, start and manage a business and possibly incorporate a goverment, where actual forum members will be elected and control stuff like crime, taxes etc. There would be elections directly in the cybervillage as well. Probably like every month or something, if no one votes for someone else then the curent goverment remains.

Attachement (click to open)

Archived topic from Iceteks, old topic ID:2918, old post ID:23965

New cybervillage

Posted: Tue Dec 21, 2004 12:38 am
by Red Squirrel
wtf it won't reconize jpgs anymore ?!

Archived topic from Iceteks, old topic ID:2918, old post ID:23966

New cybervillage

Posted: Thu Dec 23, 2004 1:56 am
by Red Squirrel
More screen shots, hopefully they will work...


This is the one for managing your busnesses and land that you own.

Image


Archived topic from Iceteks, old topic ID:2918, old post ID:24014

New cybervillage

Posted: Thu Dec 23, 2004 1:58 am
by Red Squirrel
And this is the mall manager for manufacturing items and stuff, and you can edit your inventory such as lower prices, change description etc...

Oh and the code I posted here is the formula that is used to decide what will be the cost of manufacturing. ;)

Image


Archived topic from Iceteks, old topic ID:2918, old post ID:24015

New cybervillage

Posted: Thu Dec 23, 2004 2:01 am
by Red Squirrel
The next step is to create the bank manager, then impliment taxes. Not quite sure how those will work yet.

Then I will have to impliment the stock market, I have a slight idea on how it will work but in order to make it work that way I'll have to setup a system to keep track of business finances (the stock will have a foruma based on business income on a specific time frame compared to overall income, or something like that)

Then once all those are done it will just be little things here and there to impliment, and then a big testing phase to make sure everything works properly.


In the future I'll impliment terrorist attacks, but for now there won't be any.



Archived topic from Iceteks, old topic ID:2918, old post ID:24016

New cybervillage

Posted: Fri Dec 24, 2004 1:25 am
by Red Squirrel
Today was mostly a testing phase that I did but I added a few small features here and there such as the ability for bank owners to charge service charges, and mall owners to decide what to give when an item is scrapped. Instead of just deleting the item it moves it to the mall's inventory.

The stock market is a tricky one though, since I want it to be based on the businesses actual financial status. The better it is, the higher theh stocks, the badder it is, the lower the stocks. So I need to find a way to store this information and have the stock market script analyse it. I have a slight idea how I'll make it, so probably tomorow I'll work on that part.

allot of stuff that I meantioned such as terrorist attacks won't be implimented now, maybe in the future.

Archived topic from Iceteks, old topic ID:2918, old post ID:24036

New cybervillage

Posted: Mon Dec 27, 2004 9:37 pm
by Red Squirrel
I've been doing intensive testing, fixing little things here and there. The biggest problem with php and mysql is special chars such as quotes and slashes. So allot of bugs with those still exists but ti's minor - the security related bugs are gone. (sql injection etc)

So the next big step is the stock market, and I realized it will be much easier to make it based on members then businesses because of the nature of how things work. So any member can issue stocks in the stock market, and people can buy them. Based on past transactions the stock will go up or down. Basically if the member is receiving lot of money, the stocks that the member issued go up, and if he looses lot of money, then they go down. This will be based on the wallet account. So simply put, you'll want to not shift around the money in your wallet too much if you issued stocks, as it will affect the value.

But stealing will also be much harder because there won't be any inflation so it won't be easy to buy bombs and stuff like now.

For example if I want to, I can go buy like 20 tanks right now, and that probably goes for most of you. :roflmao2: Makes stealing a tad to easy so no matter where your money is, it ain't safe. :lol:

Archived topic from Iceteks, old topic ID:2918, old post ID:24095

New cybervillage

Posted: Tue Dec 28, 2004 12:37 am
by Death
ya, lol. I could easily bomb anyone here, jsut the IC's and the FAME aren't high enough for me. Looks good so far though, gotta love it. It's gonna look wickod wwhen it's done :D

Archived topic from Iceteks, old topic ID:2918, old post ID:24098

New cybervillage

Posted: Tue Dec 28, 2004 12:50 am
by Red Squirrel
Wait till you see the stock system. Shweet! I'm not quite done, just doing the buy/issue/cash interface and once that's done I'll write the actual update engine which will determine the value of stocks based on user transactions. Cashing a stock will actually take money from the issuer (whoever the stock is under) and put it in your account. This transaction and any other will have an affect on the value of the stocks, so the more people cash, the more they'll go down. The more people buy, the more they'll go up! And if that user owns a mall, the more people buy from the mall, the more the stocks in that user will go up etc... it will be really neat. I have no clue what the formula will be though but I'll figure it out once I get there.

To avoid eating up the mysql database in order to get the value you have to click on the stock to update it's status. But it will be done in a way that if you click it twice the value won't change again unless there's a transaction between those 2 clicks that affects the value.

Still lot of work to be done though. And even once I release it, some other features such as terrorist attacks won't be implimented right away.

Land value is another issue as well that I thought of making so it dynamicly changes, but really not sure how yet.

Archived topic from Iceteks, old topic ID:2918, old post ID:24099

New cybervillage

Posted: Tue Dec 28, 2004 1:42 am
by Red Squirrel
Getting late so I'm going to bed. But the main stuff is done, just need to create the update engine. When you click on the date for "last updated" it runs the update process. I have a good idea of what that will be in order to make the stocks change.

Don't shoot me, I know I have IE open. I have a good excuse though, I needed 2 browsers to test with (under 2 users at once) and too lazy to get Opera. :P

Image


Archived topic from Iceteks, old topic ID:2918, old post ID:24100

New cybervillage

Posted: Tue Dec 28, 2004 8:53 pm
by Red Squirrel
Sweet the stock market engine is now working! The formula is based on how much money the stock issuer receives after the stocks are issued. So if he receives money, his stocks go up, but if he gives money, the stocks go down. I just need to impliment this for robbing the bank as it's not fully implimented. (the fines don't count in the formula).

Tonight I'll test/debug this to ensure it's working properly, and I think this is it! Finito!

There's some other things in general to work on such as adding little features and overall security testing (to ensure it's not possible to cheat the system ;)) and functionability testing (ensure everything actually does work as wanted).

Archived topic from Iceteks, old topic ID:2918, old post ID:24105

New cybervillage

Posted: Wed Dec 29, 2004 12:23 am
by Red Squirrel
I added the up/down arrows on the stocks. B) Makes it look cooler.

Don't mind those numbers, that's what happends if someone issues expensive stocks and someone buys them at that exact moment. It's normal, it's all part of how the system works. It calculates the percentage of money the stock issuer made since the stocks were issued. So the more transactions to base on, the more accurate the will get so at first stocks will shift around allot so it's a good time to buy and cash accordingly.

Image


Archived topic from Iceteks, old topic ID:2918, old post ID:24110

New cybervillage

Posted: Wed Dec 29, 2004 2:06 am
by Red Squirrel
Sometimes soon I may have to take the cybervillage offline for a bit as I work out the new database format and update wallet accounts of new users that joined after the database that is on the lan server was downloaded.

Things are looking very good and everything seems to be working, just some more testing left to do and we'll be all set. Once I get the database settled I'll be able to do more test without worrying about fixing the altared stuff after.

Archived topic from Iceteks, old topic ID:2918, old post ID:24112

New cybervillage

Posted: Wed Dec 29, 2004 2:42 pm
by Death
I should cash my stocks then :P

Archived topic from Iceteks, old topic ID:2918, old post ID:24114

New cybervillage

Posted: Wed Dec 29, 2004 2:49 pm
by Red Squirrel
Actually they're gone now so I would not bother. :P

I reset everyone at 10 ICs but that will rise as people view posts and stuff but when I officially open the new cybervillage it will start back at 10. Doing it new years eve. But I feel like doing it before, but given I don't have anything prepared for new years eve I'll use this as the "happy 2005" thing to look forward to.

Archived topic from Iceteks, old topic ID:2918, old post ID:24115

New cybervillage

Posted: Wed Dec 29, 2004 3:55 pm
by Red Squirrel
The DB is now properly setup so now I can do all the testing I want locally without worrying about having to fix the changes I made. Once the cybervillage is setup everyone will get 10 ICs to start off.

Archived topic from Iceteks, old topic ID:2918, old post ID:24118

New cybervillage

Posted: Wed Dec 29, 2004 4:09 pm
by Death
Weak. And I was planning on taking you out with Armageddon (My WMD). You foiled my plans :banghead: . You should have seen that thing though. It was SOOOO built, around 849 000 000 damage or something. Oh well, I'll get you yet Red Squirrel :P :evilsmile:

Archived topic from Iceteks, old topic ID:2918, old post ID:24119

New cybervillage

Posted: Wed Dec 29, 2004 4:17 pm
by Red Squirrel
But now you'll be able to manufacture your own items and make crazy WMD's. :D I might even release it before Y2K5 I so can't wait to release it. :P

Archived topic from Iceteks, old topic ID:2918, old post ID:24120

New cybervillage

Posted: Wed Dec 29, 2004 4:20 pm
by Death
Rare items would be cool as rewards. Like antiques. When posters get to a certain amount (like 100 posts) they get something like a "solid gold zig" or something. That would be cool.

Archived topic from Iceteks, old topic ID:2918, old post ID:24121