The Star Wars Combine Banner Exchange
Home | News | FAQ | Forum | Vote | Story | Rules and Guides | List of Factions |
Galactic News Network
Galactic Date
Year: -4996 Before SWC
Day:
7

Social News
War News
Eco News
General News
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 The rest is outdated.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!
View Comments(0)
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.
View Comments(0)
Travel Delays
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.
View Comments(0)
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
View Comments(0)
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.
View Comments(0)
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.
View Comments(0)
More refactoring
By: Talibar Zukro , on: 2018-08-29 23:02:32
In addition to the CSS redesign of the site, please be aware that I am also refactoring the forums. You may run into some... err. problems on the forums until I am done refactoring. The refactoring will give greater control to users and create a forum system that is truly powerful. Thanks for your patience.
View Comments(0)
Testing out new site CSS Styles
By: Talibar Zukro , on: 2018-08-27 20:32:08
Just a heads up, I am testing out different styles to try on the site. You may see some odd changes. These wont be permanent. With the move to a new host, we didn't have a staging area for the site, so I need to mess around with the Live site. Please excuse our appearance.
View Comments(0)
Updates in the past week
By: Talibar Zukro , on: 2018-08-27 11:23:40
Just a heads up.. we have made some updates over the last 3 weeks:

-changed galactic time to reflect old republic era
-changed site content to reflect new game era and spinoff of combine unofficially.
-stage 1 of new travel implemented
-thousands of planets added
-force users can detect light or dark side
-refactoring code

More to come soon!
View Comments(0)
I sense much anger in you
By: Talibar Zukro , on: 2018-08-21 16:11:07
In addition to a better travel system that has been implemented in stage 1, all force users who are aware of being force sensitive will detect if the users around them are indeed light side users or dark side users. This will change with time to use skills and such but for now, enjoy this too!
View Comments(1)
Dashboard
E-mail Or Handle: Password:

Register
Forgot Password