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cbrwizard

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About cbrwizard

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  1. Finally, picswars.io is back from being hacked! Took that long because I had to ensure that security and backups are properly configured now and, well, life got into the mix. One morning I woke up and found that my game got hacked: the whole db is deleted and replaced by a hacker's message. Of course, negotiating with the terrorists is not an option =] So I decided to restore the db and improve the security. Luckily, I had backups, but I didn't run them frequently enough, so some data is lost (it runs more frequent now). I had to spend about 3-4 fulltime work days rebuilding the server setup in order to ensure the server security. Basically, I decided to rewrite the production setup completely. I had to do that so that I could configure everything without exploding my brains. It works now, phew! A lesson learned: I should've used the technologies I understood right from the beginning. You shouldn't experiment with the technologies when you're building a production-level project.
  2. cbrwizard

    HTML5 PicsWars.io

    Hello, everyone! PicsWars.io is a global multiplayer game where you upload a picture and capture territories for it! Imagine a fight between your selfie, a meme, a McDonalds and Burger King logos? In this game, you'll fight for dominance in a huge shared field of squares. The more territories you capture, the more people will be able to see your picture! The game has limits of 10 turns per day. This means that everyone has got the same chances: busy people, gamers… This is my first serious game, which has just reached Beta. You can view the latest devlog here I will be glad to receive any feedback!
  3. PicsWars.io devlog #5: 08.09.17 - 15.09.17: Final features and a tutorial! Hello again! This week was big. The game finally has everything that’s needed for the game to be complete. Well, at least, that’s from the current perspective ;] At the beginning of the week, I’ve improved game performance on both frontend and backend about 3x times. Now the game loads and responses much faster, hopefully, you’ve noticed that already. The initial cause for the server's slowness was that I focused too much on premature optimisation which resulted in a worse performance. Oh, the irony! About the frontend: I just had to switch certain Phaser settings and it went all right. Next, I’ve rewritten squares hovering. Previously, the information about the hovered square was displayed in the corner of the screen, which wasn’t very intuitive. Now, the information about the square is displayed right under when you hover it. What’s more, now the players are able to add a link to any page to their territory! This way you’re motivated to capture more squares: people will click your link more often if they see it more. This is great if you’re an entrepreneur or a community member: you can use PicsWars to promote your thing! Next, when the player runs out of turns a social sharing window is displayed for them. Neat! Please share the game with your friends, it’s more fun that way! But, most importantly, we now have an interactive tutorial! The previous tutorial wasn’t used by the players because it presented all information at once in one huge wall of text. Now it gives information in small portions and waits for a player to complete certain actions before proceeding further. Hopefully, this will help with the game’s main problem right now: understandability. Next week, my goals are: Launch beta! Gather feedback. Fix whatever breaks. We’re getting close to a release, hooray! Thank you for reading so far! I will keep writing devlog every Friday, so stay tuned! I will be very grateful for any feedback too! Check out PicsWars.io in your pc! P.S. I am open about my development, so here are some links: https://twitter.com/cbrwizard game’s and my personal updates https://github.com/cbrwizard/picswars.io/projects/1 my Kanban board https://github.com/cbrwizard/picswars.io/issues game’s bugs, tasks and ideas (you can post yours there too!) https://docs.google.com/spreadsheets/d/1FaEH9uGHclU7EP48r5yh0g0kDvDJJVGwatis7qzoBsc/edit?ts=59788122#gid=0 all recorded feedback https://docs.google.com/spreadsheets/d/10g08fzcSSYjplOD_hQP6i-lcjCvzGSY3YEfZBW_p5TY/edit#gid=2025177204 tech measurements
  4. @jbadams thanks! =] I initially thought about using a neural network service for filtering images like Google's https://cloud.google.com/blog/big-data/2016/08/filtering-inappropriate-content-with-the-cloud-vision-api but I decided to keep it simple for now and manually filter them. When many people start playing the game I will most likely connect the service.
  5. PicsWars.io devlog #4: 01.09.17 - 08.09.17: Be a part of the community! Hello, gamedev.net! Previously, I've had a devlog on TIGSource, but it didn't seem to be active, so I decided to migrate here. I hope you'll enjoy my content! This week I’ve finally added a purpose to the game. Now the game is not only about capturing territories for yourself, but it’s also about being a part of the community. Now multiple players can promote the same picture together. That way even if your community’s main player has run out of turns today, you can copy their image and continue capturing the territories. I hope that this feature will motivate people to unite to dominate the field together. Other than that, I’ve made several changes to the core code. I have removed some bugs associated with the authentication system. What’s more, the game now opens more smoothly. I wasn’t able to work on speeding up the game yet, but I will focus on that next week. I’ve made a lot of not wise decisions back when I started the development and now I will have to pay for that :[ Next week, my goals are: Speed the game up by moving the db to the same machine as the backend. Speed the frontend up as well Thank you for reading so far! I will keep writing devlog every Friday, so stay tuned! I will be very grateful for any feedback too! Check out PicsWars.io at http://picswars.io/?ref=gamedevnet ! P.S. I am open about my development, so here are some links: https://twitter.com/cbrwizard game’s and my personal updates https://github.com/cbrwizard/picswars.io/projects/1 my Kanban board https://github.com/cbrwizard/picswars.io/issues game’s bugs, tasks and ideas (you can post yours there too!) https://docs.google.com/spreadsheets/d/1FaEH9uGHclU7EP48r5yh0g0kDvDJJVGwatis7qzoBsc/edit?ts=59788122#gid=0 all recorded feedback https://docs.google.com/spreadsheets/d/10g08fzcSSYjplOD_hQP6i-lcjCvzGSY3YEfZBW_p5TY/edit#gid=2025177204 tech measurements
  6. I am not an experienced game developer, so take my words with a grain of salt. But if I were you, I'd start writing game companies, asking to be hired. What do you have to lose? Obviously, you shouldn't write to Senior level positions though. While waiting for the responses, prepare to be interviewed. That's both creating a small games portfolio and making sure you know the tech details of the language you use, algorithms, etc. Getting the first job in any industry takes time.
  7. Totally agree with @jpetrie. I'd add 2c: If I were you, I'd create a portfolio website with different categories of your creations: games, art, etc. There just post everything you've created so far. If you wish, you can sort your creations by awesomeness so that people will see the best ones first. You don't need to be a web developer to create a portfolio website. You can use a service like carrd.co to create one. Nobody will care that your website is unoriginal, your games related content is what matters. You already have a github account, neat. You can use it to showcase your code. I basically use 2 websites: linkedin https://www.linkedin.com/in/cbrwizard/ and my personal one http://www.cbrwizard.com/ (need to update it btw). If I started now, I'd rather used a template website to save time. Please note that I'm not an experienced game developer nor I have HR experience, so take my words with a grain of salt.
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