Archive for the ‘perl’ Category
Wednesday, July 16th, 2008
Yesterday, we worked on securing our hashes in PHP - and today, we're going to take a look at our Perl systems.
According to tilly from perlmonks, crypt() is horribly insecure - which is definitely a big problem. We're going to need to update our login and registration system, so that ...
Posted in buildingbrowsergames, code, design, perl, security | No Comments »
Friday, July 11th, 2008
Over the course of developing our game, our database has sort of grown organically. As we added a new feature, we'd add the tables we needed to accomodate this feature. While this works(and has been working for us just fine), it's not neccessarily the best way to design your database ...
Posted in DRY, buildingbrowsergames, code, database, design, perl, php | No Comments »
Thursday, July 10th, 2008
One piece of our code that definitely needs a bit of DRYing out is our database connections - we keep copying and pasting the exact same code anytime we want to connect!
We've been repeatedly writing out the exact same three lines, any time we want to connect to a database ...
Posted in DRY, buildingbrowsergames, code, design, perl | No Comments »
Friday, July 4th, 2008
The other day, we set up the initial database structure for our items system - and today, we're going to write the code we use to interact with that system and retrieve item data.
For the most part, you've seen all of this code before - it's a slightly modified version ...
Posted in buildingbrowsergames, code, perl | No Comments »
Wednesday, June 25th, 2008
While we've been working on building our browsergame, one thing that we haven't really touched on is making sure that our users are logged in before they try to do anything. Most of the pages that we've built rely on the user being logged in so that we can retrieve ...
Posted in buildingbrowsergames, code, design, perl, security | No Comments »
Thursday, June 19th, 2008
We've built a banking and combat system, but we haven't built anything yet that will allow players to heal themselves after combat. Today, we're going to build that piece of functionality.
Amazingly, we don't actually need add any new stats to our game - we've already got all we need with ...
Posted in buildingbrowsergames, code, perl | No Comments »
Monday, June 16th, 2008
The other day, we built a combat system that would allow players to fight monsters, and get gold when they defeated those monsters. Today, we're going to be building the bank for users to put their gold into.
To start off, we'll add a link to our index page to bank.cgi, ...
Posted in buildingbrowsergames, code, perl | No Comments »
Thursday, June 12th, 2008
One thing that virtually all browsergames have is some sort of combat system - users enounter monsters, and then they fight those monsters in order to gain gold, resources, and so on. And that's what we're going to build today.
To begin with, we'll need to make a few database changes ...
Posted in buildingbrowsergames, code, perl | No Comments »
Friday, June 6th, 2008
For all that our registration page might be setting the new player's stats, right now they aren't getting displayed anywhere - and what good are stats if you aren't displaying them anywhere? Today you'll get to build the logic to display a user's stats on the main page.
First off, we're ...
Posted in buildingbrowsergames, code, perl | 2 Comments »
Wednesday, June 4th, 2008
Now that we have the basic skeleton of our game, it's time to start building the pieces of it that differentiate it from the other browsergames out there. We're going to start off by modifying our registration code a little bit, so that it will set up a user's starting ...
Posted in buildingbrowsergames, code, perl | No Comments »