 |
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:22
|
|
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!)
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:22
|
|
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
|
|
|  |
 |
|
Eli
|
|
Israel
Jul 2000 time: 07:22
|
|
* 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.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|