Author Topic: AI War 2 Alpha v0.119 "Ship Batch 1 of 7: 24 Ships!" released!  (Read 3588 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
We've had several releases since I last did a blog post announcing one, and that was mostly due to me simply not having time at the end of a long day each time.

What We've Been Up To

That said, the prior versions were not really fully reflective of how much work is going on lately, even so.  The new planetary sidebar is an awesome thing (even in a somewhat early state), and the new shot lerping and smooth rotation of ships helps to improve the visual polish a great deal.  There's still a lot more visual polish things for me to do (and some visual performance ones) prior to the Early Access launch about a month from now, but it's proceeding on a good pace.

Less visibly, behind the scenes Blue has been cranking out new ship designs with great gusto, and Cinth has been wiring them up so that they can be used.  Keith has been doing massive amounts of underlying code work to support the various systems that all sorts of ships need in order to function.  These things were frustratingly invisible, but now they're starting to bear visible fruit.

This Release!

Version 0.119, which is now out, is the first of seven ship batches that Keith has planned for during alpha.  Overall there are 24 new ships in this one, so I believe that about triples the number of ships the game previously had.  There are about 70 overall types of ships planned for during the pre-Early-Access alpha.  After that, there's another 60ish ships planned prior to 1.0.



Art For Ships vs Logic For Ships

Progress is happening well on all of that, although when it comes to actually having ships in game (playable) versus art-is-done (looking like the actual ship) is a mishmash.  Some of the ships are in the game without having graphics completed (or wired-up) yet, and those just show with their name and little rock-shapes.

Some actually do have their art done, but they've been left as rock-shapes because Keith was in a hurry I think.  Others have their art done, but the actual logic for those ships won't be ready until another few ship batches from now.

Art Schedule

From the look of things, we should have all of the alpha ships done in the next month (visually speaking), so that should coincide well with the Early Access date.  For the post-alpha stuff, I don't have an estimate on how long that will precisely take, but I'm guessing 3+ months after EA starts.

Backer Art Commisions

And then lastly, there's 21 specific art variants that high-level backers commissioned; 10 custom arks, 1 ark or flagship (up to the backer), 2 derelict fortresses, 4 flagships, and and 4 gold-merc-backer-level merc ship paint jobs.  These are things that we'll start discussing with those backers once all of the other ship art is in, so that they can see what is there already when they're trying to decide what they want to ask Blue to cook up. :)

TLDR

All in all? Things seem to be on schedule.  We're behind in some areas (I had planned on doing sound effects before now), but ahead in others (some of the modding and balance capabilities are more advanced than I'd expected at this point).
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War 2 Alpha v0.119 "Ship Batch 1 of 7: 24 Ships!" released!
« Reply #1 on: April 24, 2017, 03:39:52 pm »
So I decided to give the new version a try, and I see a new message
Started listening to [0.0.0.0:55369]
Preloaded 'ScreenSelector.so'
PlayerConnection already initialized - listening to [0.0.0.0:55369]
Player data archive not found at `/home/user/AIWar2/AIWar2Linux_Data/data.unity3d`, using local filesystem[user@Desktop AIWar2]$

A. What is data.unity3d?
B. Note that this error message doesn't have a newline at the end.

Probably these messages are because they are being dumped to the error log now, and that was not happening before.  It was a bug Keith fixed.  Or it might be related to Unity 5.6.

Did this actually stop you from playing the game for a bit (ie have one of those "tell the developers or continue" messages), or was it something that just flashed by?

All three of those messages should be harmless -- data.unity3d is not something I'd ever heard of before, but it seems to be related to how "playerprefs" are held on linux, from a quick google.  On windows it uses the registry.  In both cases we don't really use playerprefs much, but it would just be noting the absence prior to creating the initial entries.

In short: it should all be okay, but it shouldn't be showing you that stuff in a verbose fashion for cleanliness' sake.  The message about data.unity3d should only appear on first run would be my best guess, too -- let me know if that isn't true.

These are definitely worth throwing on mantis, although unless they're blockers I don't think they're high priority in the super short term.

Thanks for the report!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!