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Unread 27 Jan 2004, 19:47   #1
A2
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Development Update (27/01/2004)

First of all, apologies for the lack of updates in recent weeks. As many of you might be aware there was a problem last week regarding PA Team's relationship to Jolt, and the terms of the Non-Disclosure Agreements that we were required to sign. The time needed to resolve this, with Jolt's new representative (biffy) has distracted us from round 11 development.
On behalf of PA Team I'd like to welcome biffy to Planetarion. If you haven't already read it then please read his Introductory post and update which can be found here.

I am however happy to say that those problems are now in the past, and progress on round 11 is continuing at a good pace. The pages for the round now have a specification, so that Mit can work on coding them while the combat system design is produced.

For those of you hoping that this thread will have large amounts of detail on how Round 11 will be played, I'm afraid you're in for a dissapointment. Many of the decisions taken so far have been made specifically to underpin the options that are available in the future.

We are aware that there are some groups who like, and some groups who dislike, pretty well any feature that either classic PA or PA:X included. There will simply be no way to run a single game with such conflicting views that everyone will instantly be happy with. As part of the specification for the Round 11 code-base we have insisted on making the game easy to configure and control. As such we are construting a game which can be changed quickly to have different options for rounds, speedgames, and LAN events without needing to recode each time. This will also allow us to cater for the myriad of different ways that people like to play the game rapidly by interchanging features.

Options that we are planning on including within the page setup, and the ticker setup pages include:
- Whether races/ships have a special ability such as EMP/Cloak/Steal
- Whether combat happens according to the initative system, or all ships firing at once in the PA:X style.
- Whether all ships cap roids, or whether special astropod type ships are required.
- How the techtree works.

With regards to the setup of round 11 I can throw a few teasers based on the stage of development we are currently at, and of course these things are subject to change, but should give you an idea of what is current thinking.

- Several distinct races will be back, with much more discernable differences than in round 10.
- Constructions will function in a similar way to round 10, with the ability to build multiple constructions, leading to different benefits.
- The galaxy forum will have the ability to "sticky" threads so that they don't auto-delete after 7 days of inactivity, allowing things like contact lists to remain available throughout the round.

Over the coming weeks we will be making more announcements about how round 11 will work. In the meantime there will be speedrounds, and with the help of Spinner in adapting the PA:X code, and biffy from Jolt, there should be announcements about them in the near future. Of course the Suggestions Forum is still open for business and all posts on it are welcomed and read.

In the meantime the final stages of the Round 11 Name Competition are in progress. If you haven't voted already then head to the poll and vote.

Stay Tuned!
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Last edited by A2; 28 Jan 2004 at 03:34.
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Unread 27 Jan 2004, 19:56   #2
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Re: Development Update (27/01/2004)

Quote:
Several distinct races will be back, with much more discernable differences than in round 10.
Several! - 5. Would be nice to see a another race. However 4 is a nice number to have.

Quote:
- Whether races/ships have a special ability such as EMP/Cloak/Steal
How can you live and battle without them
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Unread 27 Jan 2004, 20:02   #3
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Re: Development Update (27/01/2004)

Excellent post, thanks A2
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Unread 27 Jan 2004, 20:15   #4
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Re: Development Update (27/01/2004)

Even if its been there all the time, it's nice to see the common sense come through with sensible ideas and to let us know whats going on.

I'd just like to offer a line of code for the game, however;

a2++;
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Unread 27 Jan 2004, 20:18   #5
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Re: Development Update (27/01/2004)

Quote:
Originally Posted by Kloopy
a2++;
I hear thats a bitch to work with .
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Unread 27 Jan 2004, 20:20   #6
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Re: Development Update (27/01/2004)

What do you mean? A2 or that style of coding? ;-)
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Unread 27 Jan 2004, 21:06   #7
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Re: Development Update (27/01/2004)

Give us pods back.

Other than that, good to see progress. Please do keep us informed.
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Unread 27 Jan 2004, 21:13   #8
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Re: Development Update (27/01/2004)

this is awesome news
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Unread 27 Jan 2004, 22:27   #9
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Re: Development Update (27/01/2004)

/me bows
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Unread 27 Jan 2004, 22:41   #10
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Re: Development Update (27/01/2004)

and busy coding i am
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Unread 28 Jan 2004, 19:03   #11
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Re: Development Update (27/01/2004)

Quote:
Originally Posted by RealJames
Give us pods back.

Other than that, good to see progress. Please do keep us informed.

this is a config option in the new game, we can either set specific ships to caps (eg pods) or all ships
thus able to do rnd9 OR 10 by simply changing config
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Unread 28 Jan 2004, 23:00   #12
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Re: Development Update (27/01/2004)

i suggest having variosu prelaunch options configyrable as wlel - disbaling them for speed rounds is a must imo
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Unread 29 Jan 2004, 13:46   #13
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Re: Development Update (27/01/2004)

Quote:
Originally Posted by A2

- The galaxy forum will have the ability to "sticky" threads so that they don't auto-delete after 7 days of inactivity, allowing things like contact lists to remain available throughout the round.
OMG WHERE HAVE U BEEN THE LAST ROUND??????????

AT THE END OF THE ROUND I COULD STILL READ THE POSTS MADE ON THE FIRST DAY OF THE ROUND.

SUPERB UPDATE IN THE NEW ROUND
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Unread 30 Jan 2004, 05:33   #14
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Re: Development Update (27/01/2004)

Eta on R11?
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Unread 30 Jan 2004, 08:39   #15
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Re: Development Update (27/01/2004)

well, im glad that mist finally got PA team to respond... looking good..
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Unread 30 Jan 2004, 14:01   #16
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Re: Development Update (27/01/2004)

Quote:
Originally Posted by Digiscent
Eta on R11?
At the moment we don't know, giving a date at this point would just give us a deadline to miss, something we're trying not to do.

i doubt there'll be public betas before the end of the speed games spinner's running, but again, that's not concrete

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Unread 5 Feb 2004, 10:02   #17
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Re: Development Update (27/01/2004)

http/www.plastictree.org/index.php?m=200401#post-75
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Unread 10 Feb 2004, 05:46   #18
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Wink Re: Development Update (27/01/2004)

Quote:
Originally Posted by mist
At the moment we don't know, giving a date at this point would just give us a deadline to miss, something we're trying not to do.

i doubt there'll be public betas before the end of the speed games spinner's running, but again, that's not concrete

-mist
Surely it is better to miss a deadline than keep people in the dark? Maybe set a realistic deadline.

Think back to befiore you were PA team, answer the questions yoiu would have asked, otherwise you are not doing the community justice, and you know it
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