Aramathea Status & Bug Reports
Posted: Mon Sep 26, 2016 9:33 am
The majority of the work on the universal for a while will be aimed at finishing, fixing and improving the Aramathea world (on which all players currently start).
For the past few weeks, that's involved digging out the old scripts that were last used in 2013, updating them to work with new features, and re-writing various bits so it all works as a single world, without the artificial divisions of chapter changing that was put in back then.
Right now, the world 'mostly works' up to the point of the beginnings of the medieval era. (Thorough testing has been undertaken by my two daughters who I think kindof enjoyed spending a couple of rainy sunday afternoons building lyceums and whatnot with their dad.) ('Nooo, dad! Don't make us build another lyceum! We want to watch minecraft videos all day')
Next we'll be looking at fixing and changing the medieval bits, then move on to adding a further layer of tech-tree and buildings etc so that players can progress to the 'modern' era. And drive about in tractors etc. That'll likely take a fair few months.
Meanwhile we'll be frequently resetting and re-running the world, tweaking and changing the values for things in order to find the right balance between a world that can occupy a fair bit of time but doesn't drag on too long or put up too many artificial blockers that prevent progress. It'll also need adjusting quite a bit so that it can dynamically scale better depending on the amount of players around - my aim being to make it so that its playable (and hopefully reasonably 'fun') whether there be 3 or 50 players active. (Any more than 50 - not gonna happen :] - and we'd probably start looking at adding instances).
If you find anything that seems broken but you think it probably shouldn't be, please do let me know on this thread.
For the past few weeks, that's involved digging out the old scripts that were last used in 2013, updating them to work with new features, and re-writing various bits so it all works as a single world, without the artificial divisions of chapter changing that was put in back then.
Right now, the world 'mostly works' up to the point of the beginnings of the medieval era. (Thorough testing has been undertaken by my two daughters who I think kindof enjoyed spending a couple of rainy sunday afternoons building lyceums and whatnot with their dad.) ('Nooo, dad! Don't make us build another lyceum! We want to watch minecraft videos all day')
Next we'll be looking at fixing and changing the medieval bits, then move on to adding a further layer of tech-tree and buildings etc so that players can progress to the 'modern' era. And drive about in tractors etc. That'll likely take a fair few months.
Meanwhile we'll be frequently resetting and re-running the world, tweaking and changing the values for things in order to find the right balance between a world that can occupy a fair bit of time but doesn't drag on too long or put up too many artificial blockers that prevent progress. It'll also need adjusting quite a bit so that it can dynamically scale better depending on the amount of players around - my aim being to make it so that its playable (and hopefully reasonably 'fun') whether there be 3 or 50 players active. (Any more than 50 - not gonna happen :] - and we'd probably start looking at adding instances).
If you find anything that seems broken but you think it probably shouldn't be, please do let me know on this thread.