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Re: General Outline of Alpha and Beta Testing

#76
Philip Coutts wrote:
Mon Apr 30, 2018 1:46 pm
I do like the above progress chart thingy, very nice. The only issue is we would (at least I would...) like it to be updated weekly or fortnightly or whatever and that's unlikely to happen isn't it?

Semi-regular updates would be fantastic.

But I'd be happy just to see a single release as a milestone marker for where the key features of this project are right now. That would help set expectations for progress toward alpha and beyond.
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Re: General Outline of Alpha and Beta Testing

#77
I'd personally like to see updates on the Feature List, like so
Spoiler:      SHOW
  • Basic gameplay elements:
  • Infinite universe - Working on it :geek:
  • Procedurally-generated history per universe - SoonTM
  • System maps (local and global) - Working on it
  • Warp rails - Legacy Complete (From pre-dark-days. Need to port over, maybe improve upon it)
  • AI- Working on it
  • Ship AI that can mine/trade/explore - Legacy Complete
  • Unique-per-NPC AI (each NPC is its own "person") - Legacy Complete
  • "Leader" AI (CEO-types) - Legacy Complete
  • Ships:- Working on it
  • Shield and armor systems (instead of pure HP) - Legacy Complete
  • Custom ship outfitting (weapon/armor/shield hardpoints) - Legacy Complete
  • Carriers - SoonTM
  • Fleet formations - Complete
  • Combat and mining drones - Working on it
  • Automated turrets (that aim and fire automatically) - Complete
  • Space stations and associated docking - Working on it
  • Player-owned space stations - Working on it
  • Player-constructed space stations - Working on it
  • Asteroid bases - SoonTM
  • Ability to control weapon fire from an owned space station - SoonTM
  • Colonies on planets - Working on it
  • Non-seamless planetary landings - Complete
  • Graphical:
  • Planetary rings - Complete
  • Ice fields - Complete
  • Post-destruction debris - SoonTM
  • Gameplay mechanics:
  • Research - Working on it
  • Tactical dogfighting and associated AI - Complete
  • Large-scale conflicts that change the LT universe - Working on it
  • Pirates - Working on it
  • Colonies have "personalities" based on factions and locale - Working on it
  • Law enforcement - SoonTM
  • Wormholes and associated mechanics- Working on it
  • Real market systems - Working on it
  • Information as a tradable commodity - Working on it
  • Ship-based:
  • Ship power distribution and management - Legacy Complete
  • Destructible subsystems - Legacy Complete
  • Stealth mechanics - SoonTM
  • Scanner mechanics - Legacy Complete
  • Mining drones and extended mining mechanics - Legacy Complete
  • Industrial production lines (factories to produce ship parts/ammo/trade goods from raw materials, ore refineries, etc.) - SoonTM
  • Player-owned station/ship-based production chains (Projects) - SoonTM
  • Fleets:- Working on it
  • Fleet command, from "follow me" to RTS-cam mode - Complete
  • Owned fleet operations: trading, mining, missions - SoonTM
  • Factions- Working on it
  • Reputation system - SoonTM
  • Player faction creation and management - SoonTM
  • Mission systems of all types, combat/trading/exploration- Working on it
  • Ability for player to post missions for NPCs - Complete
And to the best of my knowledge, the examples above are accurate. But what do I know :lol:
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Re: General Outline of Alpha and Beta Testing

#78
An Official version of Hyperion's suggested statuses, with changes to the feature list as appropriate, would suit me just fine.

Actually, it's better than what I showed. We don't need a "% complete" estimate for each feature. Simply ticking particular features as "TBD" or "in work" or "done" would give the dedicated fans of this project the most important progress information.

I think this is a reasonable request. But I make no demands.
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Re: General Outline of Alpha and Beta Testing

#79
I very, very much like that idea, Hyper. That's what I was originally aiming for. Perhaps one that's slightly less "official" than I was trying for before would be appropriate and acceptable to Josh.

Maybe I could arrange it into the four parts of gameplay that you like to talk about, Flatfingers, with each part representing 33% of the game (33% because I don't think LT really has any "social" aspect to it :D ). As we fill them up, we could raise the "percent left to completion" meter. If I kept track of it myself, instead of trying to get Josh to do it, I think I might have more chance of convincing him. :) I'll ask him if that's acceptable. After that I'll just need to keep it updated.
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Re: General Outline of Alpha and Beta Testing

#80
Talvieno wrote:
Fri May 04, 2018 2:20 pm
Maybe I could arrange it into the four parts of gameplay that you like to talk about, Flatfingers, with each part representing 33% of the game (33% because I don't think LT really has any "social" aspect to it :D ).

I don't know that every game, including LT, fits neatly into the general system I use! But for what it's worth, here's a quick LT-flavored review:

  • Kinesthetics / Manipulation / Tactics / Sensation-seeking : exciting action, smoothness of game controls, "terrain" of space, dogfighting
  • Mechanics / Rules & Loot / Operations / Security-seeking : production & sales, ship capability minmaxing, faction mgmt, "RTS"/fleet play
  • Dynamics / Interacting Systems / Strategy / Discovery-seeking : game-as-living-world, exploration, research, modding, 4X play
  • Aesthetics / Feelings / Vision / Identity-seeking : graphics, sounds, ship appearance customization, storytelling through NPC interaction

(Multiplayer spans these.)
Talvieno wrote:
Fri May 04, 2018 2:20 pm
If I kept track of it myself, instead of trying to get Josh to do it, I think I might have more chance of convincing him. :) I'll ask him if that's acceptable. After that I'll just need to keep it updated.

Thank you for considering this.

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