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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Feb 09, 2010 23:49 Post subject: Iterative release plans. |
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Note: I've made a post on the blog with this information.
I have planned out the next set of releases to get from where DarkXL is now to all levels being playable and the beatable. While working on these iterative builds, I will be working on rendering issues in the background. But the plan is start getting these out the door at a regular pace, while the remaining rendering fixes, the “pure renderer” and the Mac port (which has been started) will come out when they are ready. These releases are either one big item (such as fixing collision issue) plus a few smaller items or several smaller items at once. These builds are designed to be small enough that I’m planning on getting several out a week – which would put Beta (the game is fully playable, from start to finish and all the important core features are implemented) at about a month away. Once DarkXL reaches Beta then work will begin on the Outlaws support and continue on the level editor. And of course DarkXL will continue to be polished and bugs fixed over time as well.
Build 9.02
*Fix collision issues.
*Implement Officer_? logics (officers holding various types of keys and codes) and all keys (beyond the red,blue and yellow which are already implemented. Things like codes and such).
*Implement logics needed to complete level 4.
Build 9.03
*Finish and release Launcher.
*UI reorganization and polish.
*Fix Shader Model 1.x issues.
*Fix Night Vision.
Build 9.04
*Ceiling Turrents (enemy).
*Remote Droid (enemy).
*Fix movement speed when forced into crouching height.
*Fix Thermal Detonator damage propogation.
*Implement proper falloff for blaster bolts.
*Implement "shoot" switches.
Build 9.05
*Gamorrean Guards (enemy)
*Kell Dragons (enemy)
*Convert existing weapons to weapon scripts.
*Implement secondary fire functionality.
*Imperial Repeater Gun - weapon and items.
Build 9.06
*Jeron Fusion Cutter - weapon and items
*Stouker Concussion Rifle - weapon and items
*Trandoshans (enemy)
*Phase One Dark Troopers (enemy)
Build 9.07 "All weapons complete"
*Phase Two Dark Troopers (enemy)
*I.M. Mines - weapon and items
*Packaered Mortar Gun - weapon and items
*Assault Cannon - weapon and items
Build 9.08 "All enemies complete"
*Phase Three Dark Trooper (General Moch - enemy)
*Boba Fett (enemy)
*MouseBot death
*Super Shield
*Ice Boots
*Gas Mask
Build 9.09 "AI tweak release and All Logics Complete"
*Any missing logics.
*Dianoga tweaking.
*Fix pickups through walls.
*Punch reactions.
*Tweak floating enemy AI.
*Tweak the way enemies are alerted.
*Other AI tweaks.
Build 9.10 "bug fix release"
*Fix 3DO texture issues.
*Wall punch impact sound.
*Other bug fixes
Build 9.11 "INF bug fix release"
Make sure INF issues are fixed - all levels should be completable as of this build.
The build following Build 9.11 will be the first official beta build - Build 10!
_________________ DarkXL....http://darkxl.wordpress.com |
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Feb 10, 2010 04:02 Post subject: |
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If you're going to do 9.0x etc you might as well stop calling them "builds" since builds implies a simple numeric for the build number ie 1 2 3 4 7600 etc.
Simply calling it 0.9.1 or whatever would do nicely, I think.
Then 0.10 can be beta!
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Gez Gamorrean
Joined: 05 May 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Feb 10, 2010 09:02 Post subject: |
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An update. Build 9.02 is mostly finished and should be released tomorrow (Wednesday). All key/code producing officers work correctly and all the keys and codes are properly implemented. In addition the Phrik Metal works and Level 4 is completable - though you have to cheat a little due to INF issues. I've figured out how to solve the collision bugs we've been having, the implementation will be completed tomorrow.
_________________ DarkXL....http://darkxl.wordpress.com |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 10, 2010 09:52 Post subject: |
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Outstanding! It's nice seeing some light at the end of the tunnel. 
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Feb 10, 2010 17:00 Post subject: |
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It's also good to see regular headway being made and shown.
_________________ I don't think outside the box... I customize it. |
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Feb 10, 2010 17:11 Post subject: |
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Spoiler: The light at the end of the tunnel is an incoming train. 
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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klasodeth Trandoshan
Joined: 03 Mar 2008
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Posted: Feb 11, 2010 03:54 Post subject: |
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The MAZZTer wrote:
Spoiler: The light at the end of the tunnel is an incoming train. 
It's always a freight train for me. I'm looking forward to it being something non-lethal for a change.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Feb 12, 2010 09:45 Post subject: |
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I didn't get to finish the collision changes in build 9.02 yet but I am expecting to finish it tomorrow (again).
_________________ DarkXL....http://darkxl.wordpress.com |
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joel96 Ree-Yees
Joined: 31 Jan 2010
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Posted: Mar 02, 2010 23:15 Post subject: |
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Is build 9.02 done yet? Can I has a build 9.02?
I haven't heard much talk of integrating the player made .wax models. I haven't tried playing with those yet.
_________________ Yes, I am that joeybuddy96. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Mar 03, 2010 03:19 Post subject: |
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User-created waxes work, but it depends on if the logic is completed or not. I think waxes using current logics will work like they would in the original. For those that do not have working logics I think are just stationary. Then again, I haven't looked in a while and I'm too lazy to look right now (on my lunch break at work currently) so I could be wrong.
_________________ I don't think outside the box... I customize it. |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Mar 03, 2010 17:28 Post subject: |
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Sounds about right, though IIRC, they're stationary in the "walk" animation, not the idle frame you'd expect 
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Gez Gamorrean
Joined: 05 May 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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