Discuss the massively-multiplayer home defense game.
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Yep, that book was HUGE for me.
I was never all that into comics, but that book affects the way that I think about lots of other things.
The game needs to make an outbound web connection to make your account (or to operate in general). There is likely something blocking it from making connections to the web (a proxy? A firewall? a virus checker?)
Wow! Yeah, this is a good one.
On my list to fix (they'll just avoid jumping back on top of mobiles at all, including shotguns and panic buttons).
Fixed on the server.
So... there's still a lingering issue, but it's not really a bug.
If you steal a painting, but can't return home because your house is being robbed, and then go back to the main menu screen and quit the game forever (and never return home, ever again), the painting will be held in your limbo bin forever.
So far, this hasn't been an issue...
Okay, I just put them up for auction again, and also discovered the bug.
If you rob a house and steal a painting, but cannot return to your own house immediately after (blocked by a robber in your own house), the painting that you stole is held in a kind of limbo (so that the robber can't steal it out from underneath you before you even return home with it).
If you die, the paintings in your gallery are returned to the auction house.... but I forgot to do this for any paintings that might be held in this limbo state.
So, if you steal a painting, can't return home right away, go out robbing again, and then die out there before ever returning home with the painting, the painting gets lost!
Fixing this now.
Oh man! There are 16 "lost" paintings in the game right now...
Yes, it is lost!
No house has it. There may be others as well... hmmm....
I'll have to look into the reason for this.
I find that they play even faster (to skip dead times with speed keys enabled) if you move most of the window off the screen edge (so maybe you can just see the percentage left on the recorded game in the corner).
Well... I don't think I'd want people to type their own names.... because then we'd get Kanye West and other era/theme-breaking names in there.
I suppose I could auto-generate them from some kind of national list of pet names from 1991, like I do for the family names.... does such a list exist? I dunno, though.... for those 100-cat houses, it would get pretty ridiculous!
Yeah, the way that it works is that as soon as you come home, the wife re-splits the money with you (in other words, 50/50 again with the vault).
The only way a "broken vault" can linger is if you don't return home.
As far as "just peeking in" without self testing.... you mean leaving to watch tapes, I'm guessing, because that's the only thing you can do without self testing. It's not like you can go out robbing again (unless you leave to watch tapes and hope some other robber comes in to block you from your own house and dump you to the menu screen).
This is the intended behavior.
BUT... it is NOT true that a robber dying in your house, and leaving a bounty in the vault, will cause the money to be re-split. I just tested and verified this. If the vault is broken/empty, and a robber leaves a $100 bounty, then the vault contains nothing but $100, and the wife keeps whatever she was holding.
UNLESS you come home!
Yes, that happens when the robbery disconnects mid-robbery. Nothing is known about what moves the robber actually made, so a fake doormat suicide tape is put in place so you at least have some clue about where all that money came from.
However, up until now, a TRUE doormat suicide where the robber had no tools did not leave a tape, in which case a "mystery" bounty would appear in your money balance with no explanation. I just fixed that so that every robber death leaves a tape, even doormat suicide.
Yeah, I'll think about a way to deal with this.
Just checked the code:
.
// log any robbery where something semi-interesing happened:
// if tools were used (or dropped in vault) or if robber took
// at least 1 step in.
// (Don't log cases where a robbery carrying nothing stepped in
// the door one step and then left)The point is that there is no log for "peek in" scouting trips where someone realizes they have the wrong house and leaves immediately. Those are pretty boring to watch.
Actually, I think that a true doormat suicide would leave no tape, even though it would leave a bounty. I'll check this and fix it.
You need to make sure the URL that you're adding tickets from (whatever the admin interface is loaded as in your browser address bar) matches the server URL in the settings.php file.
Some web hosts may automatically redirect you to the "www." version of the url. If that's the case, make sure the "www." version appears in settings.php.
No need to muck around in the server.php file to fix this! And really important to leave this check in place for security reasons.
Cool to see this happening. Can't wait to see what you folks paint.
Also, will be cool to play on the modded server!
Well, this sounds different... sounds like he lost the house completely, lost his $5k, and got a fresh start. This should never happen.
Please find the recordedGame for this and email it to me: jasonrohrer@fastmail.fm
Was there a previous thread asking for this?
Change Log here:
For the battery, it would be balanced by the fact that you can only attach it to bare wires.
A powered door is currently vulnerable to having its wire snipped, so house designers need to protect the wires that control their doors.
But wires leading to trapdoors currently don't need to be protected (because snipping them doesn't let you cross).
So, a battery could cost the same as the wire cutters, but do the opposite (cause a wire to become powered instead of breaking the power at that point).
And I supposed it would have to be applicable to electric floors too, just like the wire cutters.... though a battery "cooking" on an "on" electric floor would be a bit strange.
I'm hesitant to add either of these things, because though they add interesting wrinkles, I'm not sure that the game really needs them.
Also, we currently have 12 tools, which fits beautifully on a single screen in the grid view... That's not a great reason to avoid making it 13 tools, but it is a reason.
Or if you reach the vault in that house without dying.
Anything that you do that "leaves your mark" on the house.
This is a different kind of multiplayer game than a MOBA like Awesomenauts.
In a MOBA or other "match" games, you need a certain critical mass of players online, together, at a given moment to even function. For 5v5 games, that minimum critical mass is known: 10 players. But not just "10 players today." 10 players online at this very moment waiting to play.
Furthermore, 15 online at this moment doesn't work. Nor does 19, 29, or 1009. There will be 9 players sitting around waiting in each of those cases. The only way to prevent that is to have TONS of players coming in and out of the game at any moment... so many that the effective wait time for any player is very small. Add in ranking algorithms, and the number of necessary players grows even bigger.
In other words, the critical mass for those games to function at all is HUGE. Thus, they may depend on sales to bring in new blood.
But this game is totally different. The interactions are asynchronous. Even if you are the only person to be online at the moment, there is still plenty to do (houses to rob, and your own house to design.
The peak for this game was 3600 daily players, the day after the Steam launch.
Right now, the game has 500 daily players, with 42 of them online at this very moment. That is way more than enough. 386 houses to rob is not enough for you?
And the game scales just fine up and down. The game even did okay back in the days when we had only 30 daily players. The overall play experience doesn't change much, beyond a certain point, with the addition of players.
So, at one point we had 30 active players total and it worked okay.
We currently have 40+ new players joining every day. I think we'll be okay for a very long time to come.
Not until now! I have like 40 forum posts a day to keep up with.... sorry!
Curtains are interesting. Someone else proposed something like that a while back. Though... I'm wondering what kind of interesting designs could be possible with curtains. For a dog to come out, it has to see you first somewhere else (because the curtain blocks the dog from seeing you). So what is the value of hiding the fact that a dog is back there and about to come out? Or hiding what else might be back there? Why would you want to do that? Castledraft example, please (use a horizontal and vert wires in place of curtains, maybe, to demonstrate).
Also thought about a battery in the past. As a way to "mess with" electronics beyond just snipping wires... actually powering them. But this felt way over powered, because you could bypass some things directly. Though maybe not.... even if you could bypass a trapdoor with a battery, people could "hide the wires" deep behind stuff and prevent you from applying the battery. Just like they hide the wires to a door to prevent you from just snipping the wire to the door.
I'm thinking that a battery could only be attached directly to wires, right? So more compact designs would also not be vulnerable to a battery being inserted. Or maybe it could also be attached to electric floors?
Okay, so I got this working for v34.
Essentially, the "connection in progress" icon shows up if a ping is taking longer than 8 seconds, and shows the red [!] with tool tip if the ping needs to be retried (or just shows red [...] if there's no room for the full [!] icon on that page).
This can happen while editing, while loading the backpack, while looking in the auction house, and while robbing. Pings are sent every 4 minutes assuming some activity on your part in the last 5 minutes on any of these pages. But as long as the ping goes through in under 8 seconds, you won't see anything (the white version of the connection icon is hidden---only the orange one shows up if necessary).
And if you manage to plug the network back in mid-robbery, everything should be fine, because the ping will keep retrying and eventually get through once the network comes back.
Because pings are sent every 4 minutes, and you are timed out after 5 minutes of no pings server-side, you safely have roughly 1 minute from when you start seeing the icon to fix your network. It might be more than this, because server flush only happens ever 2 minutes, so you have between 1 and 3 minutes.
But, you know, best to rush and get that network connected again quickly!
Also, because of overlap issues, the connection icon is NOT shown at all if the "Sirens?" message is visible on the robbery page. Of course, if you're seeing the Sirens? message, you have more pressing problems.
Yes, I ended up checking SERVER_PROTOCOL and simply blocking HTTP/0.9 (because I can't tell if GET urls are complete or cut off... given that the client speaks HTTP/1.0, if the GET request looks like 0.9, it has likely been cut off anyway).
And then for POST requests, I check that CONTENT_LENGTH matches the actual length of the post body.
In either case, the server sleeps for 30 seconds before returning an error code, letting the client give up and retry (hopefully the full request will make it through on retry).
So far, a cut off POST has only been logged once since I put this check in place. But that's one person saved from death!
So... if a ping fails, you want it to kick you out of the robbery at that moment?
The thing is, the client code will keep retrying that ping forever until it goes through.
Would you like a little "connection icon" to appear when this happens?
Are you saying that there could have been some steps you could have taken to get your connection back if you had realized?