Development Schedule

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Development Schedule

Post  Paul Hutson on Wed Apr 11, 2012 9:22 pm

Hello all,

My first longer post - Brandon and I have already started working on bits and pieces but we took some time last night to draw up a list of items that we will work through before release...

... now the disappointing thing you'll notice from the below is that it's going to be a little bit longer until you get the game... but the good news is that what you get is going to fix most of the major problem items before we go live in just a few weeks.

We'd welcome comments on the below - and yes, there is a plan for after live... which I'll post up nearer the time. And no, we've not decided on the "to wipe or not" conundrum.

Paul

WC 09APR12
Movement
- Update movement to fix the way objects are moved on the screen
This should allow the browser version to work on the ipad natively.
- Fix the way other ships move when you are moving.
- Fix Tactical display movement.
- - Stop Movement when salvaging
- - Stop Movement when already moving

Colonies
- Stop Movement for 30s after last weapon fired at Colony.
- Addition of Generation 2 and 3 flat packs.
- Adjust firing script to use new weapon system on ship.
- Add in framework for Landing pad and Colony Defense Weapon.
- Fix the BP read problem in the colony hangar.
- Fix updater script to not kill workers at random
- Change over to serving workers meals and drinks every 12 hours.
- Add framework for terraforming flatpack. [expensive to produce]
- - Gen 1 : 2 per day (20 days for full)
- - Gen 2 : 3 per day (14 days for full)
- - Gen 3 : 4 per day (10 days for full)

- Research time is increased slightly overall and now includes time based on amount of resources in a product.
- Fix display of colony size on colony flag to display one size, while colony may actually be bigger (or smaller) which will display once landed at colony.
- Add self destruct button with confirm pop-up and count-down time (60 seconds to get off planet)
- Fix dying in colony bug..

WC 16APR12
Combat Changes
- 10 Seconds
- 2 Different Groups
- Start Fire
- Stop Fire
- Fix the hull hit point report
- Ensure proper death when blown to bits.

Support Tool
- Colony Display Size
- IWS Refuel
- Password Changer

Jump Drives
- Make use 2 per ly fuel
- 0.1 Research Per Run

BPs
- Non Researchable or Copyable
- Limited Run BPs (non copyable/researchable)
- 10 / 25 / 50 / 100
- Market Blurb on copy (150 characters)

WC 23APR12
Prep DB
- Clear Items Out
- Regenerate BPs
- Make Stations cost a LOT more resource-wise

Change Start
- Everyone starts in Cinnhilif

Change Jobs
- XP
- Money

Alliance Faction Cap
- 15

Market Change
- No tax for market additions
- Taxed at time of sale
- Minimal Market Fee to list items (1% of price)
- Limit the amount that can be put on a station market (10 slots anywhere)
- Subbed can have a LOT more space (25 per station)
- #Slots available per station
- 250 per station (gvmt gets 1000)
- Can be upgraded later on.
- Allow sale of goods directly from the cargo bay of a ship.

WC 30APR12 (or the 01MAY12?)
Live

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Re: Development Schedule

Post  Ref Minor on Wed Apr 11, 2012 9:40 pm

Take as long as you need in my opinion, I would rather wait an extra month and have a smooth launch and avoid bad reviews. I hope you solve the iPad browser issue, that is something I wanted from the first time I tried an iPad, lol in fact first thing I did in PC World was log into OE.

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Re: Development Schedule

Post  Phil McCrackin on Wed Apr 11, 2012 9:43 pm

WOW!!!

Just about every change we proposed has been picked up except the new worker pay and blueprint rollback. (unless I misread)

Will there be a test server where we can assist in the testing and QA of the changes? I want to get my hand in the air as a beta tester.
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Re: Development Schedule

Post  Steve austin on Wed Apr 11, 2012 10:12 pm

I agree with ref take as long as you want as I want this to work and have good reviews to keep it going Smile

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Re: Development Schedule

Post  Oldwick on Wed Apr 11, 2012 10:50 pm

I agree with everybody ... Take time you need...

One question... When show started again.... Browser and app? Only browser? Old app continue working?

OJ

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Re: Development Schedule

Post  Ref Minor on Wed Apr 11, 2012 10:53 pm

Oldwick wrote:I agree with everybody ... Take time you need...

One question... When show started again.... Browser and app? Only browser? Old app continue working?

OJ
I am pretty sure Paul or Brandon said somewhere it was Browser first.

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Re: Development Schedule

Post  Steve austin on Wed Apr 11, 2012 11:04 pm

Bowser first, then app but trying to get it to run on iPad and phone browser as well I think

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Re: Development Schedule

Post  Oldwick on Wed Apr 11, 2012 11:27 pm

Steve austin wrote:Bowser first, then app but trying to get it to run on iPad and phone browser as well I think

If browser first .... OJ have to wait.... Except if anyone tell me how I could play OE through Safari browser on iPhone.

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Re: Development Schedule

Post  Vaughn Chisholm on Wed Apr 11, 2012 11:29 pm

Thx Paul, very nice!

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Re: Development Schedule

Post  Ref Minor on Wed Apr 11, 2012 11:32 pm

Oldwick wrote:
Steve austin wrote:Bowser first, then app but trying to get it to run on iPad and phone browser as well I think

If browser first .... OJ have to wait.... Except if anyone tell me how I could play OE through Safari browser on iPhone.
"- Update movement to fix the way objects are moved on the screen
This should allow the browser version to work on the ipad natively."

If it is fixed to work on iPad browser it should be ok on iPhone browser too....if you have very very small fingers

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Re: Development Schedule

Post  Vaughn Chisholm on Wed Apr 11, 2012 11:40 pm

Having it work on a mobile browser is very nice. Apple takes 30% of iTunes sales last I heard, so the 'apple tax' won't be such a drain on dev resources.

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Re: Development Schedule

Post  That Brandon on Thu Apr 12, 2012 12:40 am

Yes, main goal is to make it work well with mobile browsers (android and ios and others basically anything webkit based). The only reason we will move to a new app for iOS devices and possibly android is because of the new people the app stores brings in with little money spent on advertising. There is no flash used in the browser version, there was just a lot of javascript that the earlier devices couldn't keep up with, the new devices should run it without much code changes on our end.

Thanks,
Brandon

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Re: Development Schedule

Post  Rikk Slinger on Thu Apr 12, 2012 12:49 am

Ref Minor wrote:Take as long as you need in my opinion, I would rather wait an extra month and have a smooth launch and avoid bad reviews. I hope you solve the iPad browser issue, that is something I wanted from the first time I tried an iPad, lol in fact first thing I did in PC World was log into OE.
Definitely agree. I'd rather have it be a little longer before it releases and it be less buggy rather than released sooner with all the old bugs when OE shut down.

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Re: Development Schedule

Post  Zak Zelkova on Thu Apr 12, 2012 2:51 am

Big thanks to you guys, Paul and Brandon.

I am more than happy to wait an extra few weeks knowing that the OE we will be getting out of this is going to be even better than what we had before. I can't wait to spawn in that little shuttle, accept missions from one Cinnhilif station to the next one (always loved that part) and then setting off into the galaxy. Even if the option is there to let people keep their XP, I know that I will be starting over at 0. This is a completely new, redesigned OE and I want to experience this from the ground up.

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Re: Development Schedule

Post  Proteus Heaton on Thu Apr 12, 2012 3:47 am

I'd be lying if I said I wasn't a little disappointed at the release push back, but I wholeheartedly support. As long as it takes to get it right Smile

These fixes looks great IMO.

A couple Q:
What are the gen2/3 FPs?

The "Stop Guns", didn't we already have that?
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Re: Development Schedule

Post  Vaughn Chisholm on Thu Apr 12, 2012 5:41 am

I agree with Ref on this. Later is better if it improves the experience overall.

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Re: Development Schedule

Post  Phil McCrackin on Thu Apr 12, 2012 6:46 am

In my IT shop we constantly tell management that we do 3 kinds of work:
  • Good
  • Fast
  • Cheap

Pick 2!

Because:
If it's good and fast it ain't gonna be cheap.
If it's good and cheap it ain't gonna be fast.
If it's fast and cheap it ain't gonna be good.

With that being said, to Paul and Brandon please take your time.
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Re: Development Schedule

Post  Hoploa Wington on Thu Apr 12, 2012 8:55 am

Im with everyone else on this. I'd rather wait and have the game working right.

Thanks Paul and brandon for all of the work you have put in so far and for all the work you will be putting in in the future

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