Hi Everybody:
We had initially planned to go straight from Demo 7.1 to Demo 8. However, Gary who is going to do much of that, has been unavailable due to R. L. issues for some time. Laurent and I thought we should change plans to do a Demo 7.2 that would include a number of bug fixes based on the recent reports, and include a number of new features. I'm going to present here a rough plan of attack for Demo 7.2 so that people can see what's going on, and comment upon it. Since it has been about three months since we've had a new demo, we are going to try for some time fairly early in January to get this out.
Before I start on the details, I want to give some links that will allow people to see the big picture of where we are and where we are going. The current font of wisdom for that is that thread: Reworking our Demo Approach. In D7 we did the first two scenarios in that thread. There are three more to go to get us to our mid-term goal of a pretty decent whole-ancient-history game, as you can see if you look at that thread.
There were also some tentative Plans for D8 made. Those mostly involved discussions of treating a city as a "square within a square".
Proposed Demo 7.2 features (and who does it) are listed below. I've divided the list into core and extras. Core are things we can almost certainly get done by our self-imposed deadline. Extras involve work that we may or may not get done, or things that we need volunteers to take on.
CORE:
1. Fix the bugs that have come to light with the new playtesters (thanks Gabriel and Martin!), and some of the old bugs as practical. Laurent has already done some of this. (Laurent, Mark)
2. Laurent has already implemented militia. Militia now fights for square owner. That is not great, but, if explained, it should be OK with testers. Getting a prefered civ for each ethnic group would help. (Laurent, Mark for ethnic group part)
3. The siege stuff is already partly implemented by Laurent. I think we can handle fairly easily a square-based way for players to build walls using the economy. Until the city stuff (square within a square) is done, we will just crudely have walls enclosing whole squares. The starvation aspects of sieges of course won't be covered with this approach, but at least we can get some playtester feedback on how the model is working. (Laurent, Mark)
4. What I thought I could do is hook back up economic specials and merchants. These were somewhat functional in demo 6,and were turned off as we made the migration to XML-based scenario files. I will enable xml handling of input of these and modify the scenario files appropriately. (Mark)
EXTRAS:
5. Implement simple naval combat model we've started discussing recently. We can work together to put together a model like we did for the siege one. (Laurent, Mark, anyone else interested in doing model?)
6. A more useful merchant system, eliminate merchant teleporting, enable use of merchants as military quartermasters, have areas of the map which are attractive to both civilizations and merchants because of their resources. Perhaps use merchants for tech diffusion. (Mark)
7. Much larger tech tree with more Applications and Activities. (Richard or someone who is game)
8. More/Improved scenarios. We already have, thanks to Gary, a reasonably versatile XML-based scenario design toolkit. I can set up anyone who has the time and interest so that they can design their own scenarios. The scenario toolkit also allows for modifications of the admittedly-primitive AI that we have. I believe some clear improvements in the AI for the scenarios we have already can be made just by using this capability. (Sucker wanted )
9. We have no artist-in-residence, although Laurent has risen to part of the challenge! We could really use a dedicated artist to generate images for economic specials (gold, cloth, etc.), design new unit images, and a variety of other things. (Apply within)
That the plan we have come up with. Providing I have gotten all Laurent's input correct that is...
Comments and criticisms welcome.
Thanks,
Mark
We had initially planned to go straight from Demo 7.1 to Demo 8. However, Gary who is going to do much of that, has been unavailable due to R. L. issues for some time. Laurent and I thought we should change plans to do a Demo 7.2 that would include a number of bug fixes based on the recent reports, and include a number of new features. I'm going to present here a rough plan of attack for Demo 7.2 so that people can see what's going on, and comment upon it. Since it has been about three months since we've had a new demo, we are going to try for some time fairly early in January to get this out.
Before I start on the details, I want to give some links that will allow people to see the big picture of where we are and where we are going. The current font of wisdom for that is that thread: Reworking our Demo Approach. In D7 we did the first two scenarios in that thread. There are three more to go to get us to our mid-term goal of a pretty decent whole-ancient-history game, as you can see if you look at that thread.
There were also some tentative Plans for D8 made. Those mostly involved discussions of treating a city as a "square within a square".
Proposed Demo 7.2 features (and who does it) are listed below. I've divided the list into core and extras. Core are things we can almost certainly get done by our self-imposed deadline. Extras involve work that we may or may not get done, or things that we need volunteers to take on.
CORE:
1. Fix the bugs that have come to light with the new playtesters (thanks Gabriel and Martin!), and some of the old bugs as practical. Laurent has already done some of this. (Laurent, Mark)
2. Laurent has already implemented militia. Militia now fights for square owner. That is not great, but, if explained, it should be OK with testers. Getting a prefered civ for each ethnic group would help. (Laurent, Mark for ethnic group part)
3. The siege stuff is already partly implemented by Laurent. I think we can handle fairly easily a square-based way for players to build walls using the economy. Until the city stuff (square within a square) is done, we will just crudely have walls enclosing whole squares. The starvation aspects of sieges of course won't be covered with this approach, but at least we can get some playtester feedback on how the model is working. (Laurent, Mark)
4. What I thought I could do is hook back up economic specials and merchants. These were somewhat functional in demo 6,and were turned off as we made the migration to XML-based scenario files. I will enable xml handling of input of these and modify the scenario files appropriately. (Mark)
EXTRAS:
5. Implement simple naval combat model we've started discussing recently. We can work together to put together a model like we did for the siege one. (Laurent, Mark, anyone else interested in doing model?)
6. A more useful merchant system, eliminate merchant teleporting, enable use of merchants as military quartermasters, have areas of the map which are attractive to both civilizations and merchants because of their resources. Perhaps use merchants for tech diffusion. (Mark)
7. Much larger tech tree with more Applications and Activities. (Richard or someone who is game)
8. More/Improved scenarios. We already have, thanks to Gary, a reasonably versatile XML-based scenario design toolkit. I can set up anyone who has the time and interest so that they can design their own scenarios. The scenario toolkit also allows for modifications of the admittedly-primitive AI that we have. I believe some clear improvements in the AI for the scenarios we have already can be made just by using this capability. (Sucker wanted )
9. We have no artist-in-residence, although Laurent has risen to part of the challenge! We could really use a dedicated artist to generate images for economic specials (gold, cloth, etc.), design new unit images, and a variety of other things. (Apply within)
That the plan we have come up with. Providing I have gotten all Laurent's input correct that is...
Comments and criticisms welcome.
Thanks,
Mark
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