Post by Tim on Nov 3, 2008 12:32:54 GMT -6
As I've really started digging in to the code, I've slowly come to the realization (more like acceptance) that my goal for v2 work was overly ambitious. I knew both the changes to the weapon system and bringing back in character classes were big changes and would need a lot of work (not to mention the UI changes I've been wanting to do). I've been weighing decisions about this for a while now and found myself making sacrifices in my plans in order to meet my self set goals. The hard truth of how much actually time I've been able to spend coding has been a factor as well, as much as I hate to admit it. When faced with all these hard truths, I've decided I'd rather focus on each of these changes individually and implement what I want fully rather than add in parts of each now and have to go back in later to change it to what I want.
So in the end, I've made some changes to the schedule. I'm not completely happy with what these changes will mean for v2, but I think it's for the best. It's either this or push off v2 for another few months and I doubt any of you want that any more than I do.
Old plan for v2: (goal date of end of year)
New plan:
I haven't gone through and broken out my todo list yet, but this is about what I'm thinking. There will be some UI changes in both v2 and v3, as I'm going to include as many as I can in V2 without holding things up too much. I also haven't forgotten the feedback the v1 changes have received and there needs to be some tweaking of a few things that I want to make sure gets in there.
The main problem I have with this plan is skills. Current skills won't work with the new weapon system, but I don't want to take the time to make a skills system that will just be replaced by the new character classes. Also, the skill system will be a large chunk of the character class work, so doing that part of it for v2 is out of the question unless I want to push things out. So v2 will be a skillless version of the game. This will impact some of the balancing issues I was planning to do for the new weapon system, but shouldn't have a largely negative impact.
The only other thing that's left up in the air is channeling. I really want to bring it back for v2, but without classes it would mean either all can channel or none can (I'm not going to implement a temporary or random system to decide this. Things must be fair.) Haven't decided which way it will be. Likely will throw up a poll about this in the near future.
With the changes to the schedule, I'm getting fairly close to having a stable enviroment for testing. With activity in v1 dwindling, I've decided I will make the test site public to all again before v2. Helped me find a lot of bugs and kept people interested. Just be prepared for things being somewhat unstable like they were before v1. The current v1 release will stay online for a while, though depending on activity may go offline after the test site is opened. I'll play that by ear, but promise to give about a weeks notice before it drops. Also will give some notice (not necessarily a week though) before the test site goes live. I would guess it should be sometime in the next couple weeks.
Go Team!
So in the end, I've made some changes to the schedule. I'm not completely happy with what these changes will mean for v2, but I think it's for the best. It's either this or push off v2 for another few months and I doubt any of you want that any more than I do.
Old plan for v2: (goal date of end of year)
- Weapon system changes
- Add in Character classes
- UI changes
- Fix V1 issues and make minor tweaks
New plan:
- V2 (Goal date: some time in December/January)
- Weapon system changes
- UI changes
- Fix V1 issues and make minor tweaks
- Weapon system changes
- v3 (Goal date: Spring)
- Character Classes
- More UI changes
- Other (more work which at this point is still undefine as to what all will be put in)
- Fix V1 and V2 issues and make minor tweak
- Character Classes
I haven't gone through and broken out my todo list yet, but this is about what I'm thinking. There will be some UI changes in both v2 and v3, as I'm going to include as many as I can in V2 without holding things up too much. I also haven't forgotten the feedback the v1 changes have received and there needs to be some tweaking of a few things that I want to make sure gets in there.
The main problem I have with this plan is skills. Current skills won't work with the new weapon system, but I don't want to take the time to make a skills system that will just be replaced by the new character classes. Also, the skill system will be a large chunk of the character class work, so doing that part of it for v2 is out of the question unless I want to push things out. So v2 will be a skillless version of the game. This will impact some of the balancing issues I was planning to do for the new weapon system, but shouldn't have a largely negative impact.
The only other thing that's left up in the air is channeling. I really want to bring it back for v2, but without classes it would mean either all can channel or none can (I'm not going to implement a temporary or random system to decide this. Things must be fair.) Haven't decided which way it will be. Likely will throw up a poll about this in the near future.
With the changes to the schedule, I'm getting fairly close to having a stable enviroment for testing. With activity in v1 dwindling, I've decided I will make the test site public to all again before v2. Helped me find a lot of bugs and kept people interested. Just be prepared for things being somewhat unstable like they were before v1. The current v1 release will stay online for a while, though depending on activity may go offline after the test site is opened. I'll play that by ear, but promise to give about a weeks notice before it drops. Also will give some notice (not necessarily a week though) before the test site goes live. I would guess it should be sometime in the next couple weeks.
Go Team!