Pages: [1]
Author Topic: Progress update?  (Read 14163 times)
Poerisija
Guardsman
**
Posts: 2


View Profile
« on: February 03, 2008, 09:08:07 PM »

Hey guys, I'm new here.

And, what's the current progress? Any ETA on a playable version? We're all itching here I bet. Smiley

And what are the current problem?
Logged

aaaagh!

Typheron
Moderator
Marine Chaplain
*****
Posts: 939



View Profile WWW
« Reply #1 on: February 03, 2008, 11:32:36 PM »

Current status is mainly in the news post on the front page, although to summerise:

Marines -  All working, fully in game and being fully balance tested
To Do - Update some of the weapon effects, maybe an animtion that is semi glitched but not very noticble

Tyranids - All in game, HOWEVER brood A.I. is flaky at best, useless at worst and is being worked on (A.I. is tricky to code). All other tyranids are being balance tested. A few animations to re-do to make them cleaner, some weapon effects to tweak, Carnifex clipping to be looked at (hes got a wide ass)

Maps - All Work in Progress, currently the 2 main maps in production are undergoign significant re-builds to improve gameplay and fix odd map related glitches we found. A third map has been started by a BETA team member which will be included in the testign rotation. A few older maps have been removed as they cause bugs and have to be updated. Total of 5 maps, not all of which we will release.

Current issues are mainly the A.I. and as we have only one coder (the mighty Chromeangel, who i might add is a moddeler and skinner normally so show the man some respect) its slow going as its a hard thign to code A.I. Everythign else is working and playable. On top of that we have no dedicated mapper, most of us are moddlers, animators or good at skinning things, so the maps are going slower than liked.

The good news is were all compulsive iobsesssives when it comes to RS, to the point where i declared that my map was broken and would never be fixed, and then had it semi re-built within a few days.

The end is in sight, the end is Exterminatus.
Logged

God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

Poerisija
Guardsman
**
Posts: 2


View Profile
« Reply #2 on: February 04, 2008, 11:12:49 AM »

Great to hear that, thanks for answer! I used to make maps for original Half-Life, been toying with Crysis map editor as well. Could go and take a look at this toy too, who knows, I might make you guys a map.
Logged

aaaagh!

Deadmeat
Guardsman
**
Posts: 30


View Profile
« Reply #3 on: February 07, 2008, 07:52:03 PM »

How essential are the NPC's to the core of the game? Are they important for balancing reasons or more for 'atmosphere' like the thunderhawk spawning system? As Typheron said AI is bloody hard (it's often the big stumbling block in many commerical games). If it's not vital for game balance maybe it would be worth dropping the AI controlled characters from the initial release. You could always try to add them in later once the core is finished. It might be easier once the basic mod is released as you could devote more time to that one problem. Same goes with the thunderhawk type spawning. Just a suggestion.
Logged

Typheron
Moderator
Marine Chaplain
*****
Posts: 939



View Profile WWW
« Reply #4 on: February 07, 2008, 07:59:42 PM »

NPCs are non-existant in the core gameplay, and non-existant in our 1st release plans.

The brood AI however is something else entirly, not a true NPC, its mroe a directed force.
Logged

God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

Pages: [1]
Print
Jump to: