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04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
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16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

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Velociryx is offline Velociryx
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of Candle'Bre
Apr 1999
time: 05:22
  Old Post 27-08-2002 19:15 Visit Velociryx's homepage!
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Alpha Build News Thread for Candle'Bre Increase Your PM Length

At Big Rich's sugesstion, and to let everybody know where we are with the project and what we're doing (at least until we get the beta release out and folks can see for themselves what we've been up to), I'm starting this thread to give updates on the various alpha builds of the project, with notes about features that have been implemented, and things we're working on....so here goes:

* Build number: We are currently on alpha build 014 of Candle'Bre.

* We're taking the approach that right now, what we're doing is a proof of concept app, and although the project is open source, the proof of concept app code is not....we've adapted some along the way as our volunteer pool has shifted and changed, and as we've all been learning how to do this. We've got a team dedicated to building the java version, but we found that we had a lot of c++ expertise in and among the folks who signed on, and so this initial release is written in c++.

Rather than enumerate what went into which build, I'll just bring you up to speed all in one shot. Here are the things that are working in some form or fashion in the latest build of the game:

* The map display (ascii). You can click your way around the map to view the sixty provinces that make up candle'bre. Province ownership is denoted by assigning each faction a color. Provinces are outlined by the owning player's color, with national boundaries being of a bolder line. The map currently being used is not the official map template....I'm still working on that, but have been having some....technical difficulties with it. We're planning on having the finished version being isometric (currently some discussion about the possibility of having it switchable from top down to iso....don't know 'bout that yet tho), with terrains generated in bryce3d, and converted to pcx format. If any of you are familiar with bryce, you know what it can do....the end result should look quite pretty....

* Armies are currently represented on the map (again, at the moment, ascii....little red rectangles). You can move 'em around, kill things....much fun! There are some quirks here....DeepO recently discovered that if you make a new army in a province containing an army that's already moved, you can transfer all the troops into the new army, and they can move again. Very nasty, that....we're workin' on it! Also, cavalry units get 2 moves, but currently, an army of all cav can only move once. So...stuff like that is what we're ironing out where armies are concerned. Another coolio thing we're talking about is the ability to name armies....add a little individual flavor there.

* Provinces - Currently have little abbreviations to mark what provincial improvements have been built in which provinces. Works like a charm. Barracks can only train so many new troops per turn, and once we tone the power of cavalry down a bit, we should have a pretty well-balanced game in the making!

* Fate Engine - is implemented, but not all the cards work yet. For that matter, we don't yet have all the cards we want (we've got 52 at the moment, and I'm shooting for 250....but that'll be the topic of an upcoming thread....we're working toward that now!)

* Tech trees - Working, but not quite ready to come off the baking rack yet. As I envision it, when you get enough research points for tech in a given branch, you'll get the tech automatically. Right now, the points just build up, and you gotta check the tech window to see if you can afford to "buy" a tech with accumulated points (a thing I frequently forget to do! )

* Informational windows - are sketchy right now, but they exist, and provide at least the basic information (province name, income, stuff that's built there, your total income, etc).

* Documentation - What documentation? It's on the list tho....

* Capture mechanism for capturing troops is in place, but as far as I've been able to tell, you can't do anything with the captured troops yet (eventually, honorable players will be able to ransom their prisoners of war and/or exchange them for your own guys who get captured...infamous players don't take prisioners....they just kill their enemies and loot the bodies.... )

Expansions planned:
After holding extensive conversations in-group, a number of areas were chosen for some pretty significant expansion. These expansions came about, in large part, thanks to the discussions held here, and the wealth of ideas that have been generated. Among them are:

1) A more fully fleshed out magic system. It's not the system outlined in our latest magic discussions here, but it's a step in that direction. Six schools of magic (the four elements, artificer enchantments and effects, and miracles), and a total of 130 spells. Good stuff there....

2) A more fully fleshed out diplomacy and espionage system. The current system was decent where espionage went, but was totally lacking in diplomatic options. That's undergoing extensive revision right now (re-written by yours truly), and should be ready for open discussion in the near future--mid to late next week?).

3) Hand-in-hand with the above, is the notion that there should be really different playstyles for honorable and infamous players, and in the re-writes of the abovementioned systems, I'm making sure that happens. Each "side" (honorable/infamous) has spells and diplomatic options that are unavailable to the other. Mix that in with the various tech focuses possible, and five distinct factions, and it should add up to quite a lot of replayability....

-=Vel=-
(more later!)

SpencerH is offline SpencerH
King
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Feb 2002
time: 23:22
  Old Post 27-08-2002 20:03
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Very interesting. I wish y'all continued success.

moomin is offline moomin
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Moo Like In Moomin
Jul 2000
time: 05:22
  Old Post 27-08-2002 20:08
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Agree. This is the kind of stuff that draws me back here every now and then! Keep up the good work, ppl!

DeepO is offline DeepO

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Jan 2002
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  Old Post 27-08-2002 20:24
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Vel, but could you make this thread sticky?

Further, one thing you seemed to be used to already, but what I found something to 'wow' about: the combat model is nearly completely implemented, and even if there are a few glitches to iron out, it is highly complex, and loads of fun!

DeepO

Velociryx is offline Velociryx
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Apr 1999
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  Old Post 27-08-2002 20:45 Visit Velociryx's homepage!
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Thanks guys! And DeepO, the thread is duly stuck! As to the game....yeah....I admit....I've spent waaay more hours than I've needed to playing in this early version of CB....time that I shoulda been spending doing re-writes and stuff, but....I just couldn't help it....

-=Vel=-

DeepO is offline DeepO

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  Old Post 27-08-2002 21:01
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Tell me about it... I'm supposed to make the fate engine design spec right now But, we call it 'testing' Vel, not 'playing'

DeepO

Velociryx is offline Velociryx
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  Old Post 27-08-2002 21:19 Visit Velociryx's homepage!
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Ohhhhh yeah....testing! THAT's what I'm doing in that other window I have open here at work today....Testing.....think my boss will buy it?

-=Vel=-
(off to tear myself away from it long enough to do some more re-writes!)

BigRich is offline BigRich
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May 2001
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  Old Post 29-08-2002 12:34
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It's all looking good to me!

Roll on the diplomacy open discussion as well - I've got some ideas that I'm chewing over for that.

Rich.

DeepO is offline DeepO

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  Old Post 25-09-2002 15:26
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I guess Vel is still recuperating from his Birthday weekend, so let me update this thread with the latest alpha build news:

Alpha build version 15


  • Several bug fixes from previous versions
  • First steps toward the spell system. It doesn't do much yet, but the framework is getting ready
  • Major update of the army management window, which is starting to look very good! It nearly incoporates every functionality that is needed, and also the interface has much improved. From now on, most of the updates here will resolve about bug fixing and interface design, instead of adding functionalities
  • Partial implementation of Loyalty and Rebellion concepts. Sadly, a bug prevents from thoroughly testing it, but most of the loyalty stuff should now be added
  • First steps towards a better Fog of War. Next version will incoporate a full FoW
  • Several changes to information windows
  • Budget window now works better, so it is possible to set where the money is going to.


Next alpha version will be coming soon, we'll keep you updated.

DeepO

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 25-09-2002 16:25 Visit FrustratedPoet's homepage!
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quote:
Originally posted by DeepO

Next alpha version will be coming soon, we'll keep you updated.


Yep, we're going to try and do smaller updates from here on in, so we can really focus on the stuff that still isn't working the way we eventually want it to.

Getting closer....

Getting closer....

Main_Brain is offline Main_Brain
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Jul 2002
time: 06:22
  Old Post 29-09-2002 00:26
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Yes but in the Meanwhile Vel is gettin' older.. older...

HB!

FrustratedPoet is offline FrustratedPoet
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  Old Post 30-09-2002 22:56 Visit FrustratedPoet's homepage!
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Alpha Version 16 rolled off the production lines today.

It is a smaller update than last time and includes mostly bug fixes and behind-the-scenes coding stuff to make it run more smoothly.
We've brought in a Fog of War for the main map screen to limit the information about your enemy's provinces. This now follows the principles outlined in Vel's original design document. There's been some debate about the most elegant way to implement a full Fog of War and expand on the current model.
The tech tree has also been improved to bring it into line with the original design.

Eli is offline Eli
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Jul 2000
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  Old Post 07-10-2002 00:01
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* Eli thinks this game is going to be amazing. Vel is one of the most determined and productive people i've ever "met".

Reading the threads about the social and military models was really exciting.

Velociryx is offline Velociryx
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  Old Post 07-10-2002 22:44 Visit Velociryx's homepage!
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Thanks for the boost, Eli! Kinna needed that! I've been wrestling with Diplomacy/Espionage and Honor/Infamy lately, and feeling rather bogged down. The ideas are there in spades, I just had a bit of writer's block trying to figure out the game mechanics end of it! Finally, late last night ('bout two in the morning, when all my grooviest ideas come to me and pull me out of bed), I finally made a breakthru where honor/infamy is concerned, and I think that'll prolly translate over to Diplo/Espi as well....whew! I was worried for a bit, but it looks like it's starting to come together now!

-=Vel=-

Velociryx is offline Velociryx
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  Old Post 21-10-2002 23:01 Visit Velociryx's homepage!
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Alpha Build 17 is off the presses and in testing....several tweaks to the combat windows, and a MAJOR bug hunted down and squashed! (bug caused a crash of the game after resolution of the first combat, but only on win98 and ME machines....

The display windows are beginning to show signs of maturity too! Still truckin'....

-=Vel=-

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 22-10-2002 01:07 Visit FrustratedPoet's homepage!
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Alpha Build 18 is out today, hot on the heels of version 17 and 17a.

Small, but useful updates in this version. It would be nice if we had a few screenshots to show.
The game only looks like a pretty spreadsheet at the moment, it's not exactly Morrowind, and it won't stay spreadsheet-like for any longer than necessary.
I'd like to post a few, but won't do so without permission from a higher authority (i.e. Vel )

Velociryx is offline Velociryx
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  Old Post 22-10-2002 01:22 Visit Velociryx's homepage!
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Tempted as I am....not yet....not yet....in the age of eye-candy, I think our spread-sheety look we're wearing at present would prolly scare off more folks than it would attract....but, I'm about to put the wraps on the last two expansions to the core rules (honor and infamy, diplomacy and espionage), and once that gets laid to rest, it'll be time to pursue graphics with a vengeance....

-=Vel=-

FrustratedPoet is offline FrustratedPoet
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  Old Post 22-10-2002 01:28 Visit FrustratedPoet's homepage!
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OK mate.
You're the boss.


Velociryx is offline Velociryx
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  Old Post 22-10-2002 01:57 Visit Velociryx's homepage!
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To borrow a line from the movie "Braveheart," "Stand up man, I'm not the Pope."

Nahhh, and see, next Stoo's gonna be tellin' you guys what a slave-driver I am....

-=Vel=-

FrustratedPoet is offline FrustratedPoet
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  Old Post 22-10-2002 02:34 Visit FrustratedPoet's homepage!
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A normal day in the Velocigames office :

Attachment: whip1.jpg
This has been downloaded 483 time(s).

Velociryx is offline Velociryx
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  Old Post 22-10-2002 06:18 Visit Velociryx's homepage!
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Nice one! I didn't know anybody was takin' pictures that day!

-=Vel=-

DeepO is offline DeepO

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  Old Post 22-10-2002 16:12
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Look at the devilish grin on Vel's face

DeepO

BigRich is offline BigRich
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of the Trentan
May 2001
time: 05:22
  Old Post 22-10-2002 16:29
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Good to know things are bowling along over at Velocigames Inc! Thanks for keeping this thread up to date guys.

Very much looking forward to reading the core rules expansion! I got quite excited a week or so ago when the 'poly thread notification popped up with a post to one of the rule threads Luckily (for the sake of that days work), it was just a comment rather than a rules update.

I appreciate that the team want to get the graphics into a more polished version before they're displayed to the general public, but is there any chance of mailing a few current screenshots to interested parties?

Eye candy be darned!

Rich

Velociryx is offline Velociryx
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  Old Post 22-10-2002 18:11 Visit Velociryx's homepage!
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No problem, Rich! I wish I could say that I've had a perfect record as far as keeping everything perfectly up-to-date, but there have been some slips....I think we all get so focused on the various things we're working on that we sometimes forget to do the documentation work that accompanies it! Ahhh, but we're getting there, and after I get the final coat of wax and polish on the honor/infamy, diplomacy/espionage text, then the next goal will be to re-write the Core Rules document to reflect this last round of expansion, such that we'll once more have a single, unified document for rules.

As to those screenies mailed out...ahhhhh, bribery....

-=Vel=-

FrustratedPoet is offline FrustratedPoet
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  Old Post 04-11-2002 06:00 Visit FrustratedPoet's homepage!
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An update for those following this:

1) v0.18a is the current Alpha version and we've finally tracked down and eliminated a persistant bug that was causing battle crashes on certain Operating Systems.

2) Our move to make the game look prettier continues. Vel has done some neat mock-ups for the various windows we need and found some good royalty-free art that we might use in some form.

3) I've started writing the game's manual in preparation for the Beta version.

4) Some cool stuff on the backstory of Candle'Bre has been done by Cyclotron7 and Vel over the last few days.
Visit our website (link in mine and Vel's sigs) and go to the Scrolls of Enlightenment section in our forum to read it and other fiction, as well as see some cool concept art and download some Candle'Bre wallpaper.

5) In order to get an "outsider's" view of the game as it stands right now we asked BigRich to take a look at it for us. He kindly accepted, seemed impressed with it, and said the game was more complete than he had guessed from reading this forum. His input has been (and continues to be) useful and interesting.

6) In the Press Release I said that we were aiming to start the public Beta testing in First Quarter 2003. Guarantees are impossible to make at this stage: the amateur nature of this project means that things could drastically slow down or speed up for any number of reasons.
However, we still consider ourselves to be on course to meet the Q1/2003 target.

BigRich is offline BigRich
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May 2001
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  Old Post 04-11-2002 16:35
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Thanks for the kind words there FP!

Following up on a suggestion from Vel, (and now that work has calmed down some), I'll be starting a informal journal thread on this forum, where I'll be posting up comments and impressions from an 'outside observer's' perspective. Hopefully it should complement this thread nicely, or at least provide a bit of a link between Alpha updates and game playability!

For now I'd like to confirm that there *is* a game (so all of this forum is a long way from a pipe dream ) and that it's already playable. Not so surprisingly (given the concept and philosophy behind this whole project) but perhaps just as importantly - this forum *is* having a big effect in shaping the game. Whether that be implementation of rule sets that have been thrashed out here, or smaller 'wouldn't it be cool if...' ideas that have been posted - I'm spotting them in there!

It's all looking good folks!



Rich.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:22
  Old Post 12-12-2002 06:32
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Can I have a copy pretty please :P

I don't care if it's incomplete, I don't care if it's buggy, I JUST WANNA PLAY :P

Velociryx is offline Velociryx
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  Old Post 12-12-2002 07:04 Visit Velociryx's homepage!
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Patience, young Jedi....

-=Vel=-
(always wanted to say that...lol!)

alva is offline alva
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Republic of Flanders
Sep 2001
time: 06:22
  Old Post 14-12-2002 15:08
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quote:
6) In the Press Release I said that we were aiming to start the public Beta testing in First Quarter 2003.


Will you make a 'sign-on' thread for this ?
(soon I hope )

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 14-12-2002 15:22 Visit FrustratedPoet's homepage!
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Yes there will be a sign-on thread, when the Beta is released we'll provide somewhere for you to download it from but it'd be useful if we had a list of all the people who are playing it.

Erm ..... we have no idea how soon it will be.

 
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