releasenotes:2004
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===== 2004 Release Notes ===== | ===== 2004 Release Notes ===== | ||
+ | {{ : | ||
==== 21-Jan-2004 ==== | ==== 21-Jan-2004 ==== | ||
- | v0.1 Pre-release Notes | + | **v0.10 Pre-release Notes**\\ |
- | Aims for v0.1 | + | Aims for v0.10:\\ |
- | To create an obvious progression/ | + | \\ |
- | Integration of ' | + | - To create an obvious progression for new players with clearer immediate goals - in general, 'make it a bit more obviously a game' (while maintaining the wider scope for general exploration, |
- | Get some of the fun old gameplay bits working properly :) | + | - Integration of ' |
- | Finish fishing!! | + | - Get some of the fun old gameplay bits working properly :)\\ |
- | The new game structure | + | - Finish fishing!!\\ |
- | A brand new player to the game is initially given a character selection screen. Here you choose your style of character, grouped along the lines of Economic, Fighting, Leisure, etc. The character you choose affects your starting world. This is one of 3 or 4 specially built 24/7 worlds, all with a short & simple gameplay style. In game-terms, these starting worlds are 'Level 1'. | + | \\ |
- | + | **The new game structure**\\ | |
- | The aim of the starting worlds, as well as to introduce new players to the basic features without overloading them with complex economic systems, is to earn enough for the player to progress to 'Level 2', by purchasing a spaceship from the world' | + | A brand new player to the game is initially given a character selection screen. Here you choose your style of character, grouped along the lines of Economic, Fighting, Leisure, etc. The character you choose affects your starting world. This is one of 3 or 4 specially built 24/7 worlds, all with a short & simple gameplay style. In game-terms, these starting worlds are 'Level 1'.\\ |
- | + | The aim of the starting worlds, as well as to introduce new players to the basic features without overloading them with complex economic systems, is to earn enough for the player to progress to 'Level 2', by purchasing a spaceship from the world' | |
- | Once you've got a ship, you can launch into orbit and view the details of the system you're in. Each starting world is in a star system with up to 4 other worlds. You will need to play and do well on at least one of these worlds to earn enough for a stardrive that can take you to other systems in the galaxy. | + | Once you've got a ship, you can launch into orbit and view the details of the system you're in. Each starting world is in a star system with up to 4 other worlds. You will need to play and do well on at least one of these worlds to earn enough for a stardrive that can take you to other systems in the galaxy.\\ |
- | + | These other worlds in the starting system will be a selection of slightly longer-term and more complex gameplay goals - like an economy game that would take a couple of days, or a fighting game that takes a few hours (and enough opponents). The emphasis of the worlds in your starting system will be related to the character selection you made earlier - so a fighting character will start in a star system where all the worlds have a fighting element.\\ | |
- | These other worlds in the starting system will be a selection of slightly longer-term and more complex gameplay goals - like an economy game that would take a couple of days, or a fighting game that takes a few hours (and enough opponents). The emphasis of the worlds in your starting system will be related to the character selection you made earlier - so a fighting character will start in a star system where all the worlds have a fighting element. | + | Beyond the starting systems (' |
- | + | The player will be free to move to any of the available star systems - providing they pay for the fuel - but the total number of star systems available will be limited by the range and capacity of their stardrive. (Which can be controlled galaxy-side.)\\ | |
- | Beyond the starting systems (' | + | Two key new elements to the game will be Starports and Space Stations\\ |
- | + | \\ | |
- | The player will be free to move to any of the available star systems - providing they pay for the fuel - but the total number of star systems available will be limited by the range and capacity of their stardrive. (Which can be controlled galaxy-side.) | + | **Space Stations**\\ |
- | + | Each world has a space station in orbit around it. Space stations sell items to upgrade ships (at fixed prices determined by the galaxy server) - such as weapons, faster between-planet drives, stardrives (for travelling from star system to star system), armour etc etc. Initially, most of this isnt used or available - space is not yet ' | |
- | Two key new elements to the game will be Starports and Space Stations | + | \\ |
- | Space Stations | + | **Starports**\\ |
- | Each world has a space station in orbit around it. Space stations sell items to upgrade ships (at fixed prices determined by the galaxy server) - such as weapons, faster between-planet drives, stardrives (for travelling from star system to star system), armour etc etc. Initially, most of this isnt used or available - space is not yet ' | + | These are a new, special building type used on the islands. When a player accesses a starport he is dealing with the galaxy server, not the island server. (Though this is not be noticeable to the player).\\ |
- | + | \\ | |
- | Starports | + | Starports give you the ability to exchange money or kudos earnt on the island to cash for your universal character - with the exchange rate regulated by the galaxy server and being determined by how easy it is to get money or kudos on the planet. On any player-run world or island not conforming to acceptable economy rules, this exchange rate will be limited to a minimal level. (i.e No matter how much you earnt on the planet, you wouldnt be able to make more than 1cr for your universal character).\\ |
- | These are a new, special building type used on the islands. When a player accesses a starport he is dealing with the galaxy server, not the island server. (Though this is not be noticeable to the player). | + | At the starport you'll also be able to choose to buy special ' |
- | + | A few specific features highlights and info..\\ | |
- | Starports give you the ability to exchange money or kudos earnt on the island to cash for your universal character - with the exchange rate regulated by the galaxy server and being determined by how easy it is to get money or kudos on the planet. On any player-run world or island not conforming to acceptable economy rules, this exchange rate will be limited to a minimal level. (i.e No matter how much you earnt on the planet, you wouldnt be able to make more than 1cr for your universal character). | + | If you're jus interested in poppin on for a quick blast or to play on an old style staff-run ' |
- | + | Flight mode has been fixed up and is wayyy nice now. Proper physics and fun to fly.. better than before it got broke. :] CTF is working again, Robocrows have been polished up and new gameplay options have been added for them. Much fun when they work right. STG is also working again.\\ | |
- | At the starport you'll also be able to choose to buy special ' | + | A new ' |
- | A few specific features highlights and info.. | + | Theres now a multiple chat system similar to the one in subspace - once you see the message ' |
- | + | Some bits that ya shouldnt expect too much of yet :] -\\ | |
- | If you're jus interested in poppin on for a quick blast or to play on an old style staff-run ' | + | Galaxy economy is not gonna be anywhere near like finished for a long while yet - its basically at about the same level that a 0.009.6 island was, with jus a limited set of basic features.. In many ways, thats probably no bad thing :). Linking the output of worlds directly to the galactic economy (as opposed to thru the exchange rates in the starport) is still a way off.\\ |
- | + | Full collision detection systems for really good proper jumping off ramp type stuff is being worked on intermittently and will hopefully be added in sometime this year. For now, there are some simplified but stable collision detection options available - these are effective for doing things like stopping ppl driving thru buildings but no use for any serious fun yet :)\\ | |
- | Flight mode has been fixed up and is wayyy nice now. Proper physics and fun to fly.. better than before it got broke. :] CTF is working again, Robocrows have been polished up and new gameplay options have been added for them. Much fun when they work right. STG is also working again. | + | Flying around and fighting with other ppl in space is obviously something that would be.. umm.. ' |
- | + | Finally -\\ | |
- | The stardrive is generally described as " | + | Special thanks to hedge and fooli who've pretty much been working fulltime on the game for the last few months - hence why its so pretty lookin now :)\\ |
- | + | \\ | |
- | A new ' | + | |
- | + | ||
- | Theres now a multiple chat system similar to the one in subspace - once you see the message ' | + | |
- | + | ||
- | Some bits that ya shouldnt expect too much of yet :] - | + | |
- | + | ||
- | Galaxy economy is not gonna be anywhere near like finished for a long while yet - its basically at about the same level that a 0.009.6 island was, with jus a limited set of basic features.. In many ways, thats probably no bad thing :). Linking the output of worlds directly to the galactic economy (as opposed to thru the exchange rates in the starport) is still a way off. | + | |
- | + | ||
- | Full collision detection systems for really good proper jumping off ramp type stuff is being worked on intermittently and will hopefully be added in sometime this year. For now, there are some simplified but stable collision detection options available - these are effective for doing things like stopping ppl driving thru buildings but no use for any serious fun yet :) | + | |
- | + | ||
- | Flying around and fighting with other ppl in space is obviously something that would be.. umm.. ' | + | |
- | + | ||
- | Finally - | + | |
- | Special thanks to hedge and fooli who've pretty much been working fulltime on the game for the last few months - hence why its so pretty lookin now :) | + | |
==== 25-Feb-2004 ==== | ==== 25-Feb-2004 ==== | ||
< | < | ||
Line 120: | Line 105: | ||
- a new field in the player record for the amount of 'fixed rewards' | - a new field in the player record for the amount of 'fixed rewards' | ||
- Multiple wildlife types now possible | - Multiple wildlife types now possible | ||
+ | </ | ||
+ | \\ | ||
+ | **28-Jun-2004**\\ | ||
+ | ====0.27==== | ||
+ | < | ||
+ | - players will be able to set a ' | ||
+ | This controls the level of investment below which the building will not buy in or produce new stocks. (But it will still pay wages and can still sell items). | ||
+ | For example, you might set the limit to 100s, and invest 300s in your building, it will be able to buy in 200s worth of stocks, after which any more sales to the building will be rejected. So even if someone turned up and sold lots of stuff to your building you'd still have a hundred sheckles in reserve to cover wages. | ||
+ | |||
+ | This should help ensure more stable jobs and wage incomes on many world types. | ||
+ | </ | ||
+ | \\ | ||
+ | **10-Jul-2004**\\ | ||
+ | ====0.28==== | ||
+ | < | ||
+ | New items.. when you possess these items : | ||
+ | Biosuit - you cannot lose health thru starvation or thirst. | ||
+ | Liquisuit - your thirst won't go up | ||
+ | NutriSuit - your hunger won't go up | ||
+ | NeedsSuit - Neither hunger or thirst will go up | ||
+ | Armour2 - Doubles your armour | ||
+ | Armour4 - Quadruples your armour | ||
+ | DivingSuit - Means you will not suffer water damage when underwater | ||
+ | ScubaGear - The water damage is reduced. | ||
+ | Tires - Makes your vehicle handle better | ||
+ | 4 types of Turbo - Make your vehicle faster | ||
+ | Also theres a bunch of new ' | ||
+ | (Note actual item names may differ on worlds) | ||
+ | - Tidied the census screen (removed unused buttons) and added 3 new info screens to give a beginners guide, a command ref, and an island specific ' | ||
+ | - Updates for the textbox control so it automatically formats text nicely and creates a scrollbar when necessary | ||
+ | - "Set min invest limit" on investment menu of buildings you own. This value can be used to control how much your building spends on supplies on production and helps ensure there is always enough in your building to pay wages. Set it to 100s for instance, and when the investment drops below 100s, ppl will no longer be able to sell supplies to your building - but wages will still be paid till it runs out completely. | ||
+ | - Stopped wildlife ai type 1 reacting violently to ppl crowing, and added an AI type 3 for slightly vicious killer sheep | ||
+ | - Fix for some ' | ||
+ | - Fix for building sales sometimes not updating the sellers wealth | ||
+ | - When a player buys his first skill, a msg is displayed indicating that further skills will cost more and take longer to learn | ||
+ | Extra animations available (gesture 2 on shift + tab, gesture 3 occasionally instead of bored - requires models that include these animations) | ||
+ | Animated turrets now possible | ||
+ | Player list setting to display crow kills n deaths | ||
+ | Made small mode a lil smaller | ||
+ | Option to prevent ppl speccing other teams | ||
+ | Settings for waves in the sea | ||
+ | Extra lighting modes for darker/ | ||
+ | Some fixes for ultrakricket | ||
+ | 10 new landscape rendering modes (using blended detail maps etc.) | ||
+ | Extra options for islands with an automatic map reset after a specified time | ||
+ | New fixed reward options for giving a cash prize when a player reaches a certain number of kills | ||
+ | Evileye weapons fixed | ||
+ | Hopefully a fix for a fullscreen -> small on certain systems (particularly those using DirectX 9) | ||
+ | -- Galaxy Client specifc stuff.. | ||
+ | Partial fix for galaxy connect failing sometimes | ||
+ | New world connection and landing sequence | ||
+ | Point drive button on system map | ||
+ | ' | ||
+ | Worlds wont allow exchanges unless the galaxy connection is active | ||
+ | -(Oh and maybe a few weird graphical crashes (particularly after relogging a few times) that i'll try to fix up soon :] ) | ||
+ | </ | ||
+ | |||
+ | </ | ||
+ | \\ | ||
+ | **12-Jul-2004**\\ | ||
+ | ====0.29==== | ||
+ | < | ||
+ | Next version of the game (coming shortly) includes a replacement for the rather convoluted weapons system that is currently used. Instead of the pre-defined list of weapons theres now a script file that the world owner can edit to change any aspect of the weapons available. | ||
+ | Heres an example of the script format and a brief explanation of what things do.. | ||
+ | Weapon 1 | ||
+ | { | ||
+ | Fire=Basic | ||
+ | Control=Javelin | ||
+ | damage=3 | ||
+ | graphic=2 | ||
+ | item=WEAPON4 | ||
+ | prox=low | ||
+ | param=0 | ||
+ | delay=800 | ||
+ | object=projectile | ||
+ | sound=1 | ||
+ | anim=AnimFire | ||
+ | } | ||
+ | Weapon 2 | ||
+ | { | ||
+ | Fire=Bomb | ||
+ | Control=Basic | ||
+ | damage=6 | ||
+ | graphic=3 | ||
+ | item=NONE | ||
+ | prox=low | ||
+ | param=0 | ||
+ | delay=300 | ||
+ | object=projectile | ||
+ | sound=2 | ||
+ | anim=AnimFireWeap2 | ||
+ | } | ||
+ | "Fire= " determines how the weapon is launched (i.e. is it thrown upwards - or horizontally - or lobbed like a projectile ) | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | </ | ||
+ | \\ | ||
+ | **23-Oct-2004**\\ | ||
+ | ====0.35==== | ||
+ | < | ||
+ | Building triggers now working : | ||
+ | 0 - Building explosion | ||
+ | 2 - Wargames end game sequence is activated | ||
+ | 5 - K.O.T.H. building type for fixed rewards | ||
+ | ---------- | ||
+ | Configurable wall textures have now been added. Please note this will change the appearance of any walls you currently have, and may need a bit of tinkering with to get lookin normal. Will put up some new versions of the default textures somepoint soon. | ||
+ | ------ | ||
+ | Fixed reward additions : | ||
+ | As well as cash-based 'fixed rewards' | ||
+ | Holding the KOTH building | ||
+ | Capturing a flag | ||
+ | Scoring a hornball goal | ||
+ | Acquiring one of the Kudos Items | ||
+ | The amount of kudos earnt is specified in the 'Fixed Reward Amount' | ||
</ | </ |
releasenotes/2004.1582145975.txt.gz · Last modified: 2020/02/19 14:59 by mit