• 2010 - founded
  • 2012 - purchased , feature development.
    After I initially purchased alacritysim, the original mangement team was kept on to drive the site forward, and I assigned several developers to the project to add new content. Notably game mail, in game chat, login improvements, cron management etc (platform features). New breeds were added as were most of the items and artwork in the game today
  • 2015 - game updates paused
    Due mostly in part to failures in managing the management team, and theft of payments, I paused development on the game. and let it coast.
  • 2022 to present - new feature development

During the covid pandemic, I had decided to spend some time re invigorating alacritysim. With a lot of time on my hands due to pandemic lockdowns , I set to work overhauling everything. Alacrity is not a small project, it has over 150 tables and in excess of 500,000 lines of code. The problem with it was the antiquated design practices used in its oroginal construction. The feature work had to be split into phases. First split the php code from the html code. Being a web 1.0 project, this was no small task. Then modernize the sql queries and secure them from injection attempts. I suppose all the fuzzy dogs on the site helped to prevent malicious hackers from attacking the site. and finally, start designing libraries for all the software. Much of the original code sits naked , embedded with the html.

With the groundwork laid, I then set upon constructing a modern mvc architecture with loose coupling between components. I was less than enthusastic about either, because the html itself was antiquated. Alacrity was originally designed for desktops and had very strict table dimensions which made it unsuitable for mobile devices.

I originally tried to do this with jquery and bootstrap, but that turned out to be a bust , b/c of the volumne of html to rework. The users wanted the same look and feel, but with a mobile capability.

Using bootstrap and jquery would have made that very difficult b/c pages would become wildly different in appearance from the original ones, so I settled upon working on constructing my own framework to handle server requests and client design

I split many of the components into their own sections because of the complexity of the backend. When I first started I figured I could shave 50% of the code off the project. As it turns out, I've probably doubled the size getting all the required feature work , updates , security etc done.

Years of operation : 2010-present
Website : AlacritySim.com

alacrity sim is a dog breeding game, which has been operating for over 10 years and with 50,000 users. I am currently rennovating it , to use m7 technology tools and swap out the dusty old code we've been using for the last decade.

All software on alacritysim.com is owned or written by myself. While most of the older software has been replaced with modern software, due to the size and complexity of the backend, much of the naming conventions for inputs have been kept the same, along with the original database configurations. Alacrity makes no use of 3rd party software outside of m7.org (written by me)

Platform: During the overhaul, I developed a games platform to remove common components from the core game. My ultimate goal after final game cleanup is toe produce a web game platform. Alacrity has many features which are still uncommon in all but enterprise grade online games.

For more details please check the history tab.

Game Features

Platform Features