Author Topic: News on the next combat build, circa 2/27.  (Read 3505 times)

Offline x4000

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News on the next combat build, circa 2/27.
« on: February 27, 2014, 03:50:15 pm »
Hey guys,

Sorry it's been an information-dark period here.  Obviously if you've been checking up on the release notes, you've seen a lot of things growing, but there's also a lot we've kind of left unsaid there.

I mentioned a couple of days ago what is coming for combat, and none of that has changed, although some bits and pieces have grown a bit as testing and design has progressed.  But mainly, this is just taking us longer than I thought it would -- this game is simply Huge, in a very literal sense, and these things take time.

So where does this leave us on the short-term schedule?  I'm honestly not sure.  There's no question that it won't be ready today.  Tomorrow is iffy, too.  Potentially I might be able to have something ready on Sunday, or else it will push into early next week.

Hopefully it will be worth the wait. ;)
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Offline Cinth

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Re: News on the next combat build, circa 2/27.
« Reply #1 on: February 27, 2014, 07:06:57 pm »
*Throws darts at the wall calendar, hits Monday*  "Looks good to me"  :)
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Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #2 on: February 27, 2014, 07:31:56 pm »
Hahaha.  ;D
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Offline Cinth

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Re: News on the next combat build, circa 2/27.
« Reply #3 on: February 27, 2014, 07:37:35 pm »
Mission Accomplished.  My work here is done.  8)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #4 on: February 28, 2014, 03:36:44 pm »
Smart money is on very late Monday, or Tuesday at this point.  There is just So.  Much.  Stuff. in this one.

It's suddenly a much bigger game, and it was already our biggest yet.
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Offline Breach

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Re: News on the next combat build, circa 2/27.
« Reply #5 on: February 28, 2014, 05:37:16 pm »
I prefer larger patches myself, and if things are changing so drastically as you suggest then it's better to start with a clean slate rather than do lots of broken iterations I imagine.  Helps prevent the testers getting burnt out and keeps them interested!

Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #6 on: February 28, 2014, 07:13:12 pm »
Indeed!  There's going to be a lot broken right at the first of this new patch, I'm sure, but we're not going to be consistently doing model shifts on you at least.  Just cleaning up detritus from this one. :)
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Offline Cinth

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Re: News on the next combat build, circa 2/27.
« Reply #7 on: February 28, 2014, 07:21:06 pm »
I prefer larger patches myself, and if things are changing so drastically as you suggest then it's better to start with a clean slate rather than do lots of broken iterations I imagine.  Helps prevent the testers getting burnt out and keeps them interested!

This is probably one of the longest in cycle slowdowns (certainly since I've been here ~ AVWW).  Normally it's balance adjustments and slight shifts in how stuff works.  From what little I've read here for TLF, combat is going through a major shift in design. 

Having been a tester here for more than a few titles, burn-out usually isn't a big concern.  There's usually enough of us included that a tester can take a break and sit a few patches and come back a bit refreshed.  Personally, I enjoy the rapid fire patching.  Find a bug or make a suggestion, see it fixed or implemented and get to check it out pretty quickly.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Misery

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Re: News on the next combat build, circa 2/27.
« Reply #8 on: March 03, 2014, 10:02:55 am »
I prefer larger patches myself, and if things are changing so drastically as you suggest then it's better to start with a clean slate rather than do lots of broken iterations I imagine.  Helps prevent the testers getting burnt out and keeps them interested!

This is probably one of the longest in cycle slowdowns (certainly since I've been here ~ AVWW).  Normally it's balance adjustments and slight shifts in how stuff works.  From what little I've read here for TLF, combat is going through a major shift in design. 

Having been a tester here for more than a few titles, burn-out usually isn't a big concern.  There's usually enough of us included that a tester can take a break and sit a few patches and come back a bit refreshed.  Personally, I enjoy the rapid fire patching.  Find a bug or make a suggestion, see it fixed or implemented and get to check it out pretty quickly.


Aye, same here.

I dont usually get bored during testing in general, particularly as I know what to expect with that sort of thing, but even less with Arcen's games, heh.  The speed that patches happen with sometimes still amazes me.


That all being said..... what's the ETA on this one?

Offline Cinth

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Re: News on the next combat build, circa 2/27.
« Reply #9 on: March 03, 2014, 10:42:23 am »
That all being said..... what's the ETA on this one?

Was said above, maybe late Monday or Tuesday. 

Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #10 on: March 03, 2014, 12:05:09 pm »
Yep, I think that this might be our single largest in-cycle patch delay, including Valley 1.  Although with AI War 4.0 we did have a month-long one while we switched engine from our old custom one to our new custom one running on top of Unity 3D (ported from Tidalis).

Right now, the ball is pretty much in Keith's court as far as an ETA on the next patch, as he's got the design notes for the current internal batch of work, and the implementation on that is the main holdup at the moment.

That said, I'm still working on other things that are related but not must-haves, and actually there are some things relating to the flagship abilities that are must-haves but that may not take too much time after his current batch of stuff (I'm handling some of the abilities directly, and then others would be in a smaller implementation phase for him after this).  Then there's the various bugs and so forth that I'm finding, some of which I'm logging internally and some of which I'm fixing, as I go through the current stuff.

So it's kind of a "late-Tuesday at the earliest" thing, I'd guess.  There's just more stuff going on with this patch under the hood than I had really anticipated in terms of how much we'd have to redo and expand in the combat arena.  It hits literally every combat-related hostile and friendly action (contract, though we don't ever use that word in the game, actually), adds several new ones, and rewires balance, flow, the interface and a number of other things.  As well as adding I think 5ish defensive goodies, 13ish civilian ones, and a variety of other stuff.

And that's really just the mainline new features -- there are a ton of other things that aren't related to the mainline feature set that I and others have been working on while Keith is up to his elbows in those central guts.  So it's a really big thing, no two ways about it.
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Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #11 on: March 03, 2014, 04:24:56 pm »
All righty, so, goodness, it could be as late as Friday morning by the time this next one is ready.  It could also be as early as very late Wednesday.  That's the word at the moment, anyhow.
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Offline Cyborg

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Re: News on the next combat build, circa 2/27.
« Reply #12 on: March 03, 2014, 07:02:01 pm »
All righty, so, goodness, it could be as late as Friday morning by the time this next one is ready.  It could also be as early as very late Wednesday.  That's the word at the moment, anyhow.


Are you guys playing it and having fun with it?
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Offline x4000

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Re: News on the next combat build, circa 2/27.
« Reply #13 on: March 03, 2014, 07:06:18 pm »
All righty, so, goodness, it could be as late as Friday morning by the time this next one is ready.  It could also be as early as very late Wednesday.  That's the word at the moment, anyhow.

Are you guys playing it and having fun with it?

We're kind of playing it, but this is one of those things where it's kind of all-or-nothing, which is why we haven't given it to YOU to play with it.  It definitely feels a lot better than before in a lot of ways, but there are also a lot of pieces that as of this writing are too incomplete to really comment on.  On paper it looks really good, and there's nothing at all in the tests that I have done that raise red flags about the approach.  But if we had something more complete, we'd release it to you already. :)
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Offline keith.lamothe

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Re: News on the next combat build, circa 2/27.
« Reply #14 on: March 04, 2014, 06:46:18 pm »
All righty, so, goodness, it could be as late as Friday morning by the time this next one is ready.  It could also be as early as very late Wednesday.  That's the word at the moment, anyhow.
Implementation of list #36 is about halfway done (accounting for the items you already did) at this point so I'd update my estimate on it from "between mid-Wednesday and end-of-Thursday" to "anywhere from 3pm Wednesday to 1pm Thursday" (unless something turns out to be a lot worse than expected).

But that's just to implement the stuff I knew about at the end of last Friday.  Any ETA on coming back out of pre-alpha would depend highly on how much additional work that transition would need, from testing of this stuff or otherwise.

Either way, it's moving along :)
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