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BigRich
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of the Trentan
May 2001 time: 05:22
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It's been a while since the last progress report but rest assured things are moving along briskly! The latest word from the coding team is:
"Latest Alpha build news.
Over the past few days, I have been double-checking the spell code, to make sure that I have something in place for each of the spells. I'm not saying that all of the spell stuff is fully coded, but there is "a place for every spell, and every spell in its place".
For the time being, I am leaving out the option that appears in some of the spells to allow the target faction of the spell to buy their way out of the spell effects.
Since combat is such an important part of the game, and assuming that the canned strategy stuff on the forum is current, I'm going to finish up the new version of the test battle simulator, including leaders, leader specials, units, and strategies.
Since we're not "code complete" yet, there probably will still be at least one more alpha, using the current interface. On a parallel track, though, I will soon need to begin transitioning my data classes and functionality over to use the new graphical interface. "
So there you have it - spells, graphics and version 0.2 of the combat engine. Maybe this explains the wait
Rich
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:22
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A note about the terrains: Those are ~3 generations old, and are place holders till DK can switch them out with Busta's new terrains!
EDIT: Also, the minimap has not been enabled for this build (tho there is space for it on the display--that would be the largish black rectangle at the bottom, nearer the right hand side), and you'll note that this build uses the tiled map again. We're still keen on the provincial map, and workin' on the best way to use it.
-=Vel=-
Last edited by Velociryx on 10-06-2003 at 21:32
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H Tower
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Is it foolish of me to check this forum every eight hours waiting for alpha news?
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:22
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Sadly yes, though we're still trying to sort out what it means.
We're faced with....a vexing problem.
In the midst of our bug-hunting (searching for the cause behind a couple of game-crashing buggaroos), one of our most active coders has....vanished.
Now, vanishments are common enough on a volunteer project, and we've had several members take extended vacations away from the world of Candle'Bre since we've begun this journey.
This one, however.... I don't know....it's to the point where I'm questioning if he will be returning to us or not.
There were no flames, no arguments....nothing of the sort, but the fact remains that an extremely productive member of the team has gone silent, and remains unresponsive to our attempts to reach him.
And if you don't think that THIS was a tough post to make....sheesh! 
It's a setback. A pretty freakin' HUGE setback, there is no doubt.
But, it's also the first serious snag we've hit since the project began.
So....forgive the silence of late...those of us who remain are still jazzed, still determined, we're.....just having to do a bit of scrambling now.
One way or the other though, Candle'Bre will be.

-=Vel=-
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BigRich
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of the Trentan
May 2001 time: 05:22
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It almost goes without saying but if anyone out there wants to help out with the coding, they would be *extremely* welcome. By far the most developed version of the game is written in C++ I believe, but work is in progress on designing a Java version as we speak
So if anyone fancies taking up the reins in C++, thinks they can contribute to the Java project, or knows somebody that could do either, then we would love to hear from you!
Rich.
Last edited by BigRich on 10-09-2003 at 19:30
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H Tower
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you're working on a java version again? I heard that you had given up on it...
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