Author Topic: June through August (and beyond) Development Schedule  (Read 9406 times)

Offline x4000

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June through August (and beyond) Development Schedule
« on: June 02, 2010, 06:00:15 pm »
Hey all,

Just wanted to give everyone a heads up of what is going on these days.

June
As you possibly already know, we're nearing the end of our development cycle on our puzzle game Tidalis.  We're aiming to release that game in the first week of July, which means that we're in the final stretch of finishing the last features and getting everything all polished up to a full shine.

Mostly we're in a good situation for that, but the last month of any project tends to be crazy, and this one is no exception.  The amount of small programming work that still has to be done, plus all the various marketing and business stuff, is pretty overwhelming.  I feel like it's better than what happened near the end of the cycle for The Zenith Remnant, at least -- and I'm sure it will turn out all right -- but in order to make sure that that project finishes on time and with all the quality it needs, AI War is going to be getting a little less love than usual in June.

We'll still be making updates and such to AI War, but mostly it will be focused on bugfixes, balance fixes, and so on.  Not many new features, and Keith is going to be spending about 1/3 the normal amount of development time on AI War, instead devoting the remainder of that time to Tidalis, where it's frankly more needed at the moment.  AI War is in a great situation overall right now (a few outstanding things notwithstanding, but we are still working on those), and we've intentionally done a ton of fan-favorite requests throughout May to give ourselves a bit more breathing room in June.

So this is just fair warning, June is going to see ongoing refinement of stuff in AI War, but not the usual influx of new features.  May had a double dose of that (at least), so you guys should live. ;)

July
So, at the very start of July, in that first week anyway, we're aiming to release the full version of Tidalis.  Unlike AI War, this isn't something that's going to need to be updated and refined over such a long period of time.  It's more of a self-contained thing, and has a lot of tools for letting players extend it with custom content that can be shared, etc.

So once we release Tidalis, the plan is to hit the ground running on the conversion of the AI War engine over to Unity (plus having the game debut on OSX), which will become AI War 4.0 by hopefully the end of July or first week or two in August.  Concurrently, we'll be working on implementing the Children of Neinzul micro-expansion for AI War.  That will come out officially at the same time as the AI War 4.0 release, and we'll do the usual beta/preorder thing with the expansion during the July period up until it actually releases.

We've also been working on a remastered/upgraded sound track for both AI War and The Zenith Remnant, so hopefully that will also be out as part of the big 4.0 release.  Should be pretty exciting times, and the sincere hope is to keep development on all that to a month, month and a half at most.  A lot of the Tidalis work we have been doing has also been paving the way for having this AI War stuff happening more fast, which is frankly the only reason that sort of aggressive schedule has any chance of being possible.

August and Beyond
So, in the first week or two of August, that's when the AI War 4.0 / AI War:CON micro-expansion will be coming out.  After that, we'll be starting work on our next game, Alden Ridge.  That game has already seen 8 months of development, but that code all predates AI War and so doesn't have nearly all the latest and greatest stuff.  We're going to be merging it into Unity as well, and substantially altering the game in the process; parts of it worked really well in our alpha versions, other parts I was really frustrated with, so it's going to be somewhat re-imagined based around the parts that worked well (and all the stuff that we've learned since 2008, in essence). 

The remainder of the Alden Ridge development cycle is likely to take until the end of the year, or until very early next year.  The goal with that project is for it not to be so rushed for the team; and hopefully our team will be a bit larger by the time we are working on that project (assuming that Tidalis does well enough to support that), so that will let us also get more done in the same amount of time without things getting so crazy, etc.  After that project is completed, we'll be doing the next full expansion for AI War, so that's looking like it will be in Q2 of next year at best right now -- hence part of our reason for doing a micro-expansion in the meantime.

My goal is to be able to bring Keith on fulltime somewhere in the July to September timeframe, and ideally there are two other fulltime hires that I'd like to make then, also -- we have the individuals all lined up, we just need the income to support them.  This is particularly relevant for me because starting in late August or early September, my time is going to be becoming a lot more limited in general, and I'm going to be taking at least 2-3 weeks off from work during that period.  I'm going to be becoming a new dad around then, and a lot of the rush this past year (for me) has been to get enough done before that point so that I wouldn't have to devote so much time to Arcen.  The goal is for me to be able to be a good dad while also still maintaining Arcen with the same level of attention and speed and so on.  And that's going to require staff increases if the speed is going to be maintained, at least, because at the moment I put in too much time to also effectively do the dad thing the way I'd want.

The Bottom Line
Anyway, it should all work out, I have a really good feeling about both Tidalis and what we're doing with AI War 4.0 and it's micro-expansion, so I think that all the hard work that's going into those will buy the company some breathing room for a little while, financially speaking.  And if we're able to make the staff increases that I want, development shouldn't even slow down if I'm working less crazy hours than now, so that would be particularly great.

One way or another, we'll figure things out as we go, but right now that's the plan!  Just wanted to give you all an update, and a heads-up about what is coming for AI War in particular.  June is going to be slow for it, then July is going to be absolutely crazy, then we'll be back to normal after that and for another 6-9 months, until the next expansion.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

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Re: June through August (and beyond) Development Schedule
« Reply #1 on: June 02, 2010, 07:08:34 pm »
AI war 4.0 in august, amazing, i thought it had to be after expansion and in december and such, make the version 4.000  :D

I see an Alden Ridge forum coming up and previews

And tidalis is gonna be a big hit

rubikscube

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Re: June through August (and beyond) Development Schedule
« Reply #2 on: June 02, 2010, 07:09:40 pm »
double dose in may ;) love the tweaks.

Offline KingIsaacLinksr

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Re: June through August (and beyond) Development Schedule
« Reply #3 on: June 02, 2010, 07:54:53 pm »
So the term "Summer Vacation" never occurred to you guys. 

:P

Bah, who has time for vacation anyway.  Can't wait for the full release of Tidalis.  (Might re-review?)  Keep the good times rolling.

:)

King
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Offline keith.lamothe

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Re: June through August (and beyond) Development Schedule
« Reply #4 on: June 02, 2010, 08:46:37 pm »
So the term "Summer Vacation" never occurred to you guys.
Well, it doesn't seem to occur to the people to whom we must (as a company and as private individuals) pay bills and taxes ;)

But honestly, if I was on vacation I would still want to write games :)
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Offline Buttons840

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Re: June through August (and beyond) Development Schedule
« Reply #5 on: June 02, 2010, 08:53:52 pm »
X better start his child playing Arcen games, then being a good father and improving the games will be one and the same.  :)

Offline keith.lamothe

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Re: June through August (and beyond) Development Schedule
« Reply #6 on: June 02, 2010, 08:57:18 pm »
My two-year-old is very amused by Tidalis ("There are too many blocks! Getting too big!" when the columns start shaking) and she likes to see AI War in brief segments ("Are you playing the Moon game, Daddy?" basically all the planets are moons).

I can guess what they'll be playing a few years hence ;)
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Offline Buttons840

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Re: June through August (and beyond) Development Schedule
« Reply #7 on: June 02, 2010, 09:06:12 pm »
My two-year-old is very amused by Tidalis ("There are too many blocks! Getting too big!" when the columns start shaking) and she likes to see AI War in brief segments ("Are you playing the Moon game, Daddy?" basically all the planets are moons).

I can guess what they'll be playing a few years hence ;)

And you thought it was bad when we complain about bugs...  just wait.

"Daddy, my riot starship wont hold still."  *tantrum ensues*

Offline x4000

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Re: June through August (and beyond) Development Schedule
« Reply #8 on: June 02, 2010, 09:33:15 pm »
Well, we do take vacations, just not long ones, heh.  And in my case I tend to be around and keeping up with emails and the forums even when on vacation, despite not doing the rest of the stuff then.  But we definitely don't get large stretches of time off at the moment, that's for sure!

Too cute about the "moon game," by the way, Keith.  I can't imagine what reaction my son will have to all this sort of thing in a few years.  In a few years, I definitely do want to do some side projects that are semi-Edutainment.  That's another genre where I've wanted to scream "you're doing it wrong!" for a long time.  In this case, pretty much since I was a kid.  That would be interesting, splitting time between AI War 7.0 and some game for 3-4 year olds or something, heh.  Not that I want to make a business around games for young kids, but it's something I'd like to dip into at least for a little while at some stage, as I like dipping into the casual side of things every so often (Tidalis).
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Offline KingIsaacLinksr

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Re: June through August (and beyond) Development Schedule
« Reply #9 on: June 02, 2010, 10:29:28 pm »
Well, we do take vacations, just not long ones, heh.  And in my case I tend to be around and keeping up with emails and the forums even when on vacation, despite not doing the rest of the stuff then.  But we definitely don't get large stretches of time off at the moment, that's for sure!

Too cute about the "moon game," by the way, Keith.  I can't imagine what reaction my son will have to all this sort of thing in a few years.  In a few years, I definitely do want to do some side projects that are semi-Edutainment.  That's another genre where I've wanted to scream "you're doing it wrong!" for a long time.  In this case, pretty much since I was a kid.  That would be interesting, splitting time between AI War 7.0 and some game for 3-4 year olds or something, heh.  Not that I want to make a business around games for young kids, but it's something I'd like to dip into at least for a little while at some stage, as I like dipping into the casual side of things every so often (Tidalis).

I always wanted to create programs that were just better for education.  These days education programs (gaming or otherwise) just make me want to ZZZZZZZZZZZZZZ.  I also do not like internet-taught college classes.  Think its a technology that has been underused as I still prefer the classroom itself right now.  And that's not a good sign for something that should revolutionize it. 

Sadly, my life as is doesn't allow such hopes. 

King
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Visit the Arcen Mantis to help: https://www.arcengames.com/mantisbt/
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rubikscube

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Re: June through August (and beyond) Development Schedule
« Reply #10 on: June 02, 2010, 10:34:12 pm »
all planets are moons,interesting

Offline superking

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Re: June through August (and beyond) Development Schedule
« Reply #11 on: June 03, 2010, 12:48:42 am »
lol, I think your starting to grow on me rubix

remastered soundtrack you say? can we get more details? you wont change the title music I hope- I like that song just the way it is  :)


rubikscube

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Re: June through August (and beyond) Development Schedule
« Reply #12 on: June 03, 2010, 01:42:45 am »
I really want to see the clarification of the universe as of the next expansion where i heard "stars" or "other astronominal" things.

I forget but this is what i see

galaxy map: the whole game you play on is a galaxy?

galaxy consists of solar systems and stars, don't see

the planets we speak of is wut?
comets ftw

Offline x4000

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Re: June through August (and beyond) Development Schedule
« Reply #13 on: June 03, 2010, 09:46:35 am »
The remastered soundtrack is touching all of the tracks, title tracks included. We have better tools for music creation now, and so Pablo is able to get a sound that is richer and more real sounding. Makes it sound kore like an actual orchestra, etc. Even the original Thor track that so many disliked is being redone in a way that is really cool, so it will be added back to the game (the one currently called Thor is really Energy Storm, a replacement since Thor bugged so many people). Overall the goal is not to change the tracks, though, just to make tem sound more HD and more real in general.

As for the galaxy thing, that's been clarified before. You're in a galaxy, but only one planet per solar system is visited, hence the planets being aaranged like stars on the map.
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Offline Volatar

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Re: June through August (and beyond) Development Schedule
« Reply #14 on: June 03, 2010, 11:49:48 am »
I am really loving his latest music. I keep listening to the ZR menu music because its so good! I am buying the expansion as soon as I can to listen to the rest of the music  ;D