Author Topic: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)  (Read 4078 times)

Offline x4000

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #15 on: February 24, 2010, 08:59:13 pm »
Yeah, I had hoped to go live today with these, but some last minute bugs and fixes made me change to wait, instead. Still will be soon, maybe tomorrow, depends on what is found after our next prerelease tonight.
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Offline keith.lamothe

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #16 on: February 24, 2010, 09:20:22 pm »
Yea, this push-toward-official-release phase has been longer partly since I'm new and a little more testing time to make sure I didn't totally mess something up is good :)

But tomorrow looks pretty likely, I don't have anything left on the "must fix this before official" list, just plinking away at targets of opportunity on the bug list.
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Offline Buttons840

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #17 on: February 24, 2010, 11:02:58 pm »
New?  I thought you've been around for several updates now?

How long have you been programing?  When did you begin studying C#?  How long have you been working on AI War?

Offline x4000

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #18 on: February 24, 2010, 11:24:21 pm »
This is his first official update, he's been around since just after the last one, which was about a month ago.  That's how long he's been working on AI War.  He's been professionally programming C# for a couple of years, and otherwise before that.  I'll let him tell you his resume if he's interested in doing so.  But suffice it to say, he's an experienced programmer, in C# and otherwise, in a professional (business) environment as well as prior hobbyist game programming stuff (and some work for some other indie projects).

Getting used to someone else's architecture, though, is a whole other ball of wax, and hence his comment about being new.  Generally when I train new programmers (and I've trained half a dozen) on a complex system, it takes a few months for them to really get acclimated.  Keith's been such an awesome fit that he was pretty much to that point in a matter of weeks, because he's been an AI War player and forum member since last June, and so was deeply familiar with the game itself, as well as just happening to have almost the perfect background in programming/C#/game development for this specific position.  But even under such optimum circumstances, there's a learning curve (he's basically having to climb inside my head and think like me, when it comes to architecture and such, right?).
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #19 on: February 25, 2010, 12:18:19 am »
Okay, here's tomorrow's release candidate:  http://arcengames.com/forums/index.php/topic,4113.0.html
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Offline I-KP

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #20 on: February 25, 2010, 01:12:24 pm »
On the Riot line, I guess I thought it would happen spontaneously, but I'd like suggestions on the pre-config loadouts, either modifying the existing 3 for each or adding 1 or 2 for each if there are any gaping holes in utility.

Okay...
http://arcengames.com/forums/index.php/topic,3904.msg27585.html#new
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline keith.lamothe

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Re: Prerelease 3.051 (Bugfixes, balance tweaks, minor sound/gfx improvements)
« Reply #21 on: February 26, 2010, 07:28:51 pm »
How long have you been programing?
11 years.
Quote
When did you begin studying C#?
6 years ago.

Chris's code is pretty well laid out, and I found that he's made a lot of the same architecture that I've made in my hobby game project, just further along, so it wasn't as much of a leap as it might have been.  I'd also been through the process before of jumping into the middle of a mature game project and learning someone else's way of doing things.  Basically there was a providential amount of positive factors :)
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