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 v0.10:\\ |
- | Aims for v0.1 | + | \\ |
- | To create an obvious progression/ | + | - 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, |
- | Integration of ' | + | - Integration of ' |
- | Get some of the fun old gameplay bits working properly :) | + | - Get some of the fun old gameplay bits working properly :)\\ |
- | Finish fishing!! | + | - Finish fishing!!\\ |
- | The new game structure | + | \\ |
- | 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**\\ |
- | + | 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' | + | 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.\\ |
- | + | Beyond the starting systems (' | |
- | 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. | + | 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.)\\ |
- | + | Two key new elements to the game will be Starports and Space Stations\\ | |
- | Beyond the starting systems (' | + | \\ |
- | + | **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.) | + | 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 | + | **Starports**\\ |
- | Space Stations | + | 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).\\ |
- | 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 ' | + | \\ |
- | + | 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).\\ | |
- | Starports | + | At the starport you'll also be able to choose to buy special ' |
- | 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). | + | A few specific features highlights and info..\\ |
- | + | If you're jus interested in poppin on for a quick blast or to play on an old style staff-run ' | |
- | 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). | + | 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.\\ |
- | + | A new ' | |
- | At the starport you'll also be able to choose to buy special ' | + | Theres now a multiple chat system similar to the one in subspace - once you see the message ' |
- | A few specific features highlights and info.. | + | 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.\\ | |
- | If you're jus interested in poppin on for a quick blast or to play on an old style staff-run ' | + | 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.. ' | |
- | 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. | + | 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 :)\\ | |
- | The stardrive is generally described as " | + | |
- | + | ||
- | 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 ==== | ||
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\\ | \\ | ||
**28-Jun-2004**\\ | **28-Jun-2004**\\ | ||
- | ====0.01.27==== | + | ====0.27==== |
< | < | ||
- players will be able to set a ' | - players will be able to set a ' | ||
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This should help ensure more stable jobs and wage incomes on many world types. | This should help ensure more stable jobs and wage incomes on many world types. | ||
</ | </ | ||
+ | \\ | ||
**10-Jul-2004**\\ | **10-Jul-2004**\\ | ||
- | ====0.01.28==== | + | ====0.28==== |
< | < | ||
New items.. when you possess these items : | New items.. when you possess these items : | ||
Line 179: | Line 162: | ||
</ | </ | ||
+ | </ | ||
+ | \\ | ||
+ | **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/2004.1582146311.txt.gz · Last modified: 2020/02/19 15:05 by mit