DevChat è la rubrica di ImperialNews riguardante gli scambi di notizie e le discussioni che avvengono ogni giorno sulla chat di RSI con gli sviluppatori della CIG. Non perdetevi questa edizione speciale, contenente tante informazioni sul modulo Sociale!


Salve Cittadini!

Benvenuti ad un nuovo episodio di DevChat, che questa volta coprirà gli avvenimenti dal 18 al 25 Agosto!

Innanzitutto è necessaria una piccola introduzione. DevChat passa al setaccio i log della chat RSI selezionando qualsiasi commento interessante fatto dagli Sviluppatori per poi raggrupparli e pubblicarli. Sebbene si cerchi ogni volta di spiegare il contesto relativo ai vari commenti, a volte questi hanno una natura troppo generale perché sia possibile farlo, ed inoltre tutte le informazioni qui contenute non dovrebbero essere prese alla lettera, ma per quello che sono: commenti. Sono interessanti, utili, ma non è detto che si tratti sempre di informazioni ufficiali al 100%.

Iniziamo!

DevChat

18 Agosto

Non è stato detto molto il 18.

Mani Afferranti

Un semplice promemoria del fatto che le Mani Afferranti saranno fantastiche, ma comunque avranno funzionalità limitate.

(4:18:22 PM) CIG Matt Sherman: Don’t over-estimate just how Grabby-hands is going to be setup. It’ll be good for interactions, but you won’t be Garys-mod-flailing your arms about.

19 Agosto

Non è successo granché neppure il 19!

Modulo Sociale

Lando ha parlato un po’ del modulo sociale. Ne sentiremo parlare in maniera MOLTO più approfondita più avanti qui su DevChat.

(10:11:55 PM) CIG Disco Lando: The first version of the Social Module will be what you saw at Gamescom.
(10:12:08 PM) CIG Disco Lando: Walking around ArcCorp. Chat. Some emotes.
(10:12:14 PM) CIG Disco Lando: Very basic stuff.
(10:21:18 PM) CIG Disco Lando: I would say the Social Module will make it to PTU before the month is out.

20 Agosto

Missili

Nella 1.1.6 verrà ridotta la capacità dei missili di seguire le virate, ma non la loro velocità. Molti scontri tra navi si ridurranno ad una semplice questione di tempismo, ovvero a chi riuscirà a lanciare per primo il missile, ma se superate la prima salva, ricaricare richiederà del tempo.

(1:48:13 PM) CIG Matt Sherman: Missiles don’t travel slower, they’re the same speed in 1.1.6 as they were in 1.1.3. Tracking angles were reduced, but not speeds.

(4:14:51 PM) CIG Matt Sherman: Plenty of ship match ups will come down to who gets the first shots off.
(4:15:26 PM) CIG Matt Sherman: Like a MIS getting the jump on anyone can do damage with the missiles, but if you get past that first volley, they’re not going to be instant-reload for a second round.

Munizioni

Stanno ancora definendo il meccanismo di funzionameno della ricarica delle munizioni delle armi balistiche dalla stiva delle navi. Le imminenti modifiche legate al sistema dei danni fisici introdurranno anche dei cambiamenti alle munizioni, per cui il processo di ricarica sarà rivalutato dopo questo aggiornamento.

(4:55:26 PM) CIG Matt Sherman: Reloading ballistics from cargo space is still being sorted, no final decision on how that may pan out right now.
(4:56:17 PM) CIG Matt Sherman: There’s going to be some upcoming changes for ammo though when we get physically based damage in, so once that’s working, we’d re-evaluate the from-cargo loading

Modding

Stanno studiando i punti di aggancio delle armi per assegnare a ciascuno di essi delle proprietà di tuning specifiche.

(4:59:05 PM) CIG Matt Sherman: Weapon-type specific mounts are unlikely, too many arbitrary restrictions on a hardpoint-level, but we’re looking at different tuning aspects that can be applied to the supporting equipment like gimbals/etc.
(4:59:40 PM) CIG Matt Sherman: So a fast-tracking gimbal may have more spread to shots, or a high power/heat throughput having reduced range of motion.

21 Agosto

Gameplay

Calix ha spiegato come un equipaggio di pirati costituito da una Super Hornet e da una Hull B possa essere un’accoppiata vincente: la Super Hornet farebbe il lavoro sporco, mentre la Hull B potrebbe essere utilizzata per imbarcare le merci rubate. Si capisce immediatamente come, in questi casi, una Cutlass costituisca una soluzione più semplice e probabilmente anche più efficace.

(4:37:41 PM) CIG Calix Reneau: In the example of a hornet and a hull b, you have a ship that deals plenty of damage and ship that holds lots of loot.
(4:37:56 PM) CIG Calix Reneau: spread across 2 players.
(4:38:23 PM) CIG Calix Reneau: To move the successfully gotten loot into cargo, at least one of those players has to get out of their ship
(4:39:03 PM) CIG Calix Reneau: (since neither the hornet or hull b can bring NPCs)
(4:40:24 PM) CIG Calix Reneau: if you brought a super hornet, sure, then you can have an extra guy – I was talking about the F7A, although I am now remembering that this is a military model that you probably won’t have
(4:40:39 PM) CIG Calix Reneau: so I should be talking about the super hornet. so Yes, you are up to a crew of 3
(4:42:29 PM) CIG Calix Reneau: also, let’s say that you have gone ahead and successfully loaded up the hull b and returned to your ships
(4:42:55 PM) CIG Calix Reneau: (although the ability to bring more NPCs or players to accomplish that task is, I think, meaningful
(4:43:32 PM) CIG Calix Reneau: and then someone responds to that distress signal and shows up – maybe even other pirates
(4:44:10 PM) CIG Calix Reneau: you still have a super hornet, nothing to scoff at – but it now has to protect the hull b, which can’t help
(4:44:25 PM) CIG Calix Reneau: the same for attacking, really
(4:44:49 PM) CIG Calix Reneau: I expect there to be additional flight considerations when flying in large world maps

NPC

L’uso degli NPC dovrà essere limitato. Non si potranno creare eserciti personali.

(5:14:17 PM) CIG Matt Sherman: And however NPC’s are implemented, there’s going to be limits to what you can do with them.
(5:14:32 PM) CIG Matt Sherman: Don’t expect a giant NPC-driven spacefleet per person.
(5:15:45 PM) CIG Matt Sherman: Private armys would be terrible for the games long term health.

Danno da Disturbo

Il danno da disturbo blocca il flusso dell’energia. In teoria, sarebbe in grado di tagliare del tutto l’afflusso di energia qualora la centrale di energia venga sovraccaricata. Stanno ancora terminando di impostare tutte le funzionalità di questo sistema.

(5:23:37 PM) [W-I] TheMightyWashburn: what does distruption damage do, exactly?
(5:24:14 PM) CIG Matt Sherman: Jams up power flow, though the fully intended functionality is still being setup.
(5:24:31 PM) CIG Matt Sherman: It’ll be more developed once physically based damage gets rolled out.
(5:25:22 PM) CIG Matt Sherman: It can cut off power if you manage to overload the powerplant.

Holoviewer

I modelli dell’holoviewer sono molto meno dettagliati dei modelli in-game.

(7:45:47 PM) CIG Matt Sherman: Holoviewer models are no where near what the actual game-models of the ships would be in terms of detail.

22 Agosto

Vanguard

Sarà possibile dormire nella Vanguard – sicuramente nella Warden e nella Sentinel. La vendita delle varianti inizierà Venerdì. E’ improbabile che queste navi vengano implementate in gioco entro la fine dell’anno.

(4:34:20 AM) CIG Disco Lando: You can sleep in a Vanguard.
(4:34:51 AM) CIG Disco Lando: In the Warden and the Sentinel, definitely. Not certain about the Harbinger.
(4:35:09 AM) CIG Disco Lando: But I think so, yes. It wouldn’t be an effective “long-range” if you couldn’t sleep in it.

(4:57:38 AM) CIG Disco Lando: The sale of the variants is Friday.
(4:58:02 AM) CIG Disco Lando: If you mean when they’ll be in game, not before 2015 is over, most likely.
(4:58:29 AM) CIG Disco Lando: It’s not a ship you’re meant to start with, so no package.

23 Agosto

Nulla degno di nota.

24 Agosto

LTI

Chiarimenti su quando la LTI è stata disponibile per la Reliant e la Merlin, ovvero in occasione delle loro vendite preliminari originali: la Reliant è stata offerta in maniera limitata al momento della sua presentazione, mentre la Merlin è stata venduta per la prima volta assieme alla Constellation Andromeda.

(1:41:59 PM) CIG Matt Sherman: Reliant had LTI during its concept sale, and Merlins had LTI when they were sold with the Constellation Andromeda’s way back when those had LTI available.

Scherzi

Si è parlato di realizzare delle astronavi di legno.

(3:44:23 PM) CIG Calix Reneau: I can’t wait for our newer ship designs to get into the game https://ceridwendesign.files.wordpress.com/2011/10/1932aec18b1f07e7-extra-one.jpg

Modularità

La modularità avrà sempre dei limiti, ma ci saranno moduli a sufficienza per fornire una varietà di personalizzazioni significativa.

(5:45:52 PM) CIG Matt Sherman: Not every module-bay for a ship is going to be fully interchangable between all types of ships.
(5:46:38 PM) CIG Matt Sherman: There’s definitely going to be enough supporting module choices though to let people meaningfully customize their ship, but there’ll always be some semblance of limits at work for these setups.

La Caterpillar

Non si sono dimenticati della sua esistenza: semplicemente, non può essere sviluppata perché necessita di una serie di funzionalità ancora da terminare.

(5:53:34 PM) CIG Matt Sherman: The ‘Pillar is still going to be made, everything has its place and priority in the schedule. Plus, it’s at that ‘just right’ size for a ship where it really needs more of the other supporting systems for the game on-line and running before it gets fully built out.
(5:54:08 PM) CIG Matt Sherman: No, I mean the ‘Pillar, since that’s what I’ve called it since 2012.

25 Agosto

Riferire gli Exploit

Avranno bisogno del sostegno dei giocatori per sradicare i cheat e gli exploit, oltre ovviamente dell’onestà necessaria per riferire l’esistenza di questi escamotage.

(2:50:37 PM) CIG Matt Sherman: Something important to consider though with any possible exploits is making sure they’re reported and not pocketed away.
(2:51:17 PM) CIG Matt Sherman: That’s also going to be a big thing in terms of helping to prevent cheaters/botting in the game, the community will need to be super-narc’ing on any/every bot/cheat-author around.
(2:52:48 PM) CIG Matt Sherman: @Badger: That’s the best course, direct-email full details of the issue, but also to fully detail the extent that you may have used that exploit in terms of testing it.
(2:53:23 PM) CIG Matt Sherman: Because say there’s a credit-exploit, reporting it after you’ve abused it and not detailing the extent of the abuse is just as bad as not reporting the exploit in the first place.
(2:54:14 PM) CIG Matt Sherman: Also, in terms of anti-cheat stuff, I’ll never directly comment on what measures would be taken. No reason at all honest players need to know, and any info would just do more to help cheat-authors preplan on what they may need to workaround.
(2:55:13 PM) CIG Matt Sherman: Ya, it’s not something we’re gonna let slide, but not something we’re going to show our hand out the gate.

LTI

Ancora avendo la LTI, è importante ricordare la sostituzione delle navi distrutte richiederà tempo.

(3:07:19 PM) CIG Matt Sherman: Something to keep in mind though with the insurance, LTI or not, is the plans for replacement times on those ships.
(3:07:43 PM) CIG Matt Sherman: You won’t be getting your ship back instantly like AC does in the PU.

Armi

In futuro aspettatevi cambiamenti importanti per la maggior parte delle armi, in quanto alcune dimensioni sono fuori scala. I colori dei proiettili di armi differenti spesso indicheranno la loro tipologia di appartenenza (balistiche, disturbo, ad energia, ecc.)

(4:09:37 PM) CIG Matt Sherman: Expect most weapons to be getting some change ups in the futures.
(4:09:58 PM) CIG Matt Sherman: Some of the sizes are just way out of line for sensibility, especially for how large of a bore some of the ballistic rounds would end up being.

(8:43:36 PM) CIG Matt Sherman: Varied energy-weapon colors are something we’re looking at, though part of our goal would be that those shots would need to be cleanly identifiable in terms of what they do.
(8:46:37 PM) CIG Matt Sherman: A lot more of the color-usage is going to hinge on the performance/etc of the weapon in question. It wouldn’t be “pick your projectile color” or anything, but more so different weapon types have different projectile looks.
(8:50:02 PM) CIG Matt Sherman: Don’t expect fully transparent shots. Projectiles with no discernable tell are bad design.

Navi

Sia la Starfarer che la Orion sono in attesa di risorse. Su entrambe non c’è alcuna attività di sviluppo in corso.

(8:35:20 PM) CIG Matt Sherman: Orion isn’t actively being built, so atm, nothing is going on with the interior, it’s just waiting its turn.

(8:41:41 PM) CIG Matt Sherman: Starfarer is waiting its turn just like every other ship waiting to be built out.

Pagina delle Statistiche

La pagina delle statistiche delle navi contiene informazioni obsolete e necessita di aggiornamenti, ma non li potranno inserire fino a quando non avranno completato la revisione dei componenti.

(8:55:09 PM) CIG Matt Sherman: Specs Page is WAY out of date, but needs a lot of the pending work for the component overhaul before we can properly update it.
(8:55:23 PM) CIG Matt Sherman: But it’s definitely a pressing concern for a lot of the component work I’m doing.

Atterraggio / Transizioni

Il viaggio in ascensore dall’hangar ad ArcCorp prima o poi sarà privo di caricamenti, proprio come le transizioni dallo spazio ai pianeti (nelle sequenze di atterraggio sarete in modalità autopilota).

(1:13:26 AM) TZurovec.CIG: I was actually talking about the elevator ride between your hangar and ArcCorp/Area 18. That will eventually be seamless, just like the planet-to-space transition. You are correct, though, that when approaching/leaving a planetary city you’ll effectively be on auto-pilott

Arena Commander 2.0

Tony pensa che vedremo l’AC 2.0 quest’anno, ma la data è ancora da definirsi.

(4:27:33 AM) BlackEagle: @Tony : how reasonable do YOU see a AC 2.0 release this year ?
(4:28:43 AM) TZurovec.CIG: @BlackEagle…I think you’ll see an AC 2.0 this year, but the exact feature mix is hard to say. There’s still a number of things being debated there.

PTU Modulo Sociale

Tonnellate di informazioni sul rilascio sul PTU del modulo Sociale e sul futuro del modulo Sociale. Eccovi i punti salienti:

– Nella prossima ondata di inviti saranno inclusi tutti i giocatori che hanno giocato di recente all’AC, per cui se volete avere una possibilità di rientrarvi, giocate all’Arena Commander!

– Questa settimana ci sarà un aggiornamento al giorno sul PTU.

– Stanno ancora lavorando sulla chat. La funzione ‘ignora’ ed i canali di chat saranno inclusi nei prossimi aggiornamenti.

– La possibilità di visitare gli hangar degli amici sarà inclusa nel modulo Sociale 2.0. La maggior parte del codice è pronto, ma attualmente si trova in un altro ramo di sviluppo.

– Tony Zurovec scriverà alcune informazioni riguardanti gli aggiornamenti e le tappe di sviluppo future programmate per il modulo Sociale. Queste verranno pubblicate al momento del rilascio al pubblico del modulo Sociale.

– Il sistema delle Mani Afferranti verrà implementato nel modulo Sociale assieme ad un aggiornamento delle AI o della Personalizzazione dei Personaggi.

– La possibilità di personalizzare i vestiti dei personaggi verrà implementata prima delle opzioni di personalizzazione del corpo/volto/capelli.

– Sperano di poter effettuare Venerdì il rilascio pubblico del Modulo Sociale, ma potrebbe slittare qualora vengano riscontrati dei problemi.

– Attualmente la rete è in grado di supportare fino a 50 giocatori connessi contemporaneamente in un’istanza, ed in futuro questo valore crescerà. I limiti attuali sono costituiti dalla parte grafica.

– Questi limiti verranno ridotti dopo che l’AC 1.2.0 sarà stato unito con il flusso dati di GameDev: a partire da questo momento, il gioco potrà trarre vantaggio da gran parte del lavoro grafico che è stato svolto nella build di GameDev. E’ stato necessario lanciare il modulo Sociale con la versione 1.2.0 perché era nel ramo di sviluppo del GIM (il Manager delle Istanze Generiche). Unire la 1.2.0 con il flusso di GameDev costituisce una priorità di fondamentale importanza.

– Evoluzione del modulo Sociale:

1. Rilascio del modulo Sociale

2. Hangar persistenti e condivisi

3. Negozi funzionanti

– Nyx è incredibile e quasi completo; ha un aspetto di gran lunga migliore di ArcCorp.

– L’attuale area accessibile di ArcCorp è solo circa un terzo dell’Area 18.

– Hanno da poco iniziato a sviluppare Crusader.

– L’attenzione degli sviluppatori è attualmente concentrata su Nyx, Hurston, Crusader e Microtech.

– Gaia Prime sarà di gran lunga più vasto dell’Area 18.

– Nyx verrà rilasciato assieme ad una delle tappe di sviluppo primarie del modulo Sociale. Forse tardo Ottobre o Novembre. Inizialmente Nyx sarà accessibile attraverso l’ascensore magico dell’hangar.

– Stanno apportando delle modifiche all’outlet Casaba, che è il motivo per cui è attualmente chiuso.

– Una volta che sarà stato rilasciato il modulo Sociale, potrete modificare l’equipaggiamento del vostro personaggio mentre siente nell’hangar premendo il pulsante F6.

 

(3:28:52 AM) TZurovec.CIG: Blockers? There are no actual blockers, but lots of things that will be getting updated – some within the next few days, and some over the next few weeks.
(3:25:35 AM) TZurovec.CIG: Chat window spamming? Yeah, you’ll have the ability to ignore other users fairly soon….
(3:26:16 AM) TZurovec.CIG: Chat is currently totally global. Tomorrow’s update will make it global per server instance.
(3:26:50 AM) TZurovec.CIG: Chat channels will come in an update. They’re already supported at the network service level, but the user interface doesn’t yet expose them.
(3:04:10 AM) TZurovec.CIG: Yeah, but I’ll feel better in 2-3 more days when we’ve patched it a couple of times…I’ve already got half a dozen things that I really want to tweak/fix.
(3:05:06 AM) TZurovec.CIG: We’ll be doing an update per day this week..
(1:52:39 AM) WLeverett.CIG: Hey guys! We won’t be adding more invites tonight… but here a ProTip! If you want in on the next round which is coming in the next 24 hours, make sure you log on to AC right now as the next round will be from players who have acitvely logged in the last couple of days. :).

(3:35:24 AM) TZurovec.CIG: Once we’re back into the GameDev stream and get all of the graphic goodies waiting for us we’ll be able to crank it up another notch….
(3:34:46 AM) TZurovec.CIG: This particular PTU version? It’ll be outdated by tomorrow night.
(3:32:59 AM) TZurovec.CIG: The fun really starts after the Social milestones…. I’ll talk about those with the release text for the public launch of the Social Module.
(3:34:17 AM) TZurovec.CIG: The Social milestones are more about laying groundwork and testing base functionality – network functionality and performance, in particular. Two months ago we couldn’t put a dozen players into ArcCorp without cratering the frame rate. Now at 25 the bandwidth is irrelevant…and it will be getting much better over the next couple of months.
(3:31:07 AM) TZurovec.CIG: Going into friends hangars will arrive with what I’d call Social Module 2.0. That’s the next major milestone, but I’ll likely aim to slot a half-point upgrade before that once we’ve back in the main development stream.
(3:31:53 AM) TZurovec.CIG: Ironically, most of the code to share a friend’s hangar is already done. It’s just in a different development stream.

(3:54:00 AM) TZurovec.CIG: PU Alpha is too vague. It means different things to different people. The schedule is broken down into PU milestones, each of which focuses on different parts of the basic foundation that’s needed for the ultimate game. I’ll touch on that a bit with the release text for the Social Module release to the general community.
(3:43:30 AM) Manic: Tony: In case you didn’t see: what sort of avatar customization do you envision for the PU? Clothes aside, I mean mostly face and body. Are we talking sliders, presets? How detailed will we get and how extreme can we customize?
(3:47:00 AM) TZurovec.CIG: @Manic…Clothing customization will come first. Facial and body customization will come a bit later. The exact elements haven’t yet been decided, but the basic thinking is that you’ll be able to select your sex, possibly some level of height/weight, hair, skin tone, facial texture, possibly eyes and nose, likely distinguishing marks (like scars), and other such things.
(3:41:16 AM) Cabbagehead: @Tony: Will we see anything about grabby hands in the coming weeks or months?
(3:42:59 AM) TZurovec.CIG: @CabbageHead…you’ll likely see a grabby hands update with the AI Module, or possibly the earlier Character Customization Module where you’ll be able to change your clothing.
(3:35:53 AM) Erik ‘The Cat’ McKetten: @Tony, Sean: Question though – we’ve been told, and since we can’t find any other single causal issue, consequently believe, that the massive FPS loss in Arena Commander right now is due to network issues. Does that mean what you have done with the Social Module may have a positive impact on AC as well?
(3:38:43 AM) TZurovec.CIG: @Erik…not really. The PU’s efforts are currently focused on network optimizations for FPS players and characters. Ship optimizations will require a separate effort. It’s likely we’ll focus on that after getting the character stuff working really well.

(3:57:10 AM) Dr. Rockso: @tony thanks. It seems like Social Module w/persistence for purchases and the like will be like a very alpha PU. Kind of like a building block
(4:01:11 AM) TZurovec.CIG: @Rockso…Exactly. The problem with “PU Alpha” is…can you shop? How are the prices and availability determined? What will the TDD pay for your commodities? Can you mine? What other types of missions are available? Is there AI? To what level exactly – walking around shops? Available for hire? Piloting ships in capacities other than combat pilots? Etc. etc.. It’s impossible to try and describe an alpha in a couple of sentences without everyone having a different idea of what’s going to be delivered. I’m going to try and add some more specificity to the near-term goals with the text for the Social Module release to the general public.

(4:06:19 AM) TZurovec.CIG: The networking could easily handle 50 players at the moment. It’s the graphics performance that’s the limiting factor. That graphics performance will take a substantial leap forward as soon as we’re back in the “GameDev” stream. It’s a long story, but basically Star Citizen split the code base into streams for Star Marine, and we had to do the Social Module in 1.2.0 – which doesn’t have access to the latest graphics stuff – because that’s where GIM was, and we had to do GIM in 1.2.0 with Star Marine because it needed a more robust matchmaker.
(4:07:37 AM) TZurovec.CIG: We’ve still got a lot of substantial network optimizations in development. We’ll be going higher than 50.
(4:09:18 AM) TZurovec.CIG: This is just the start. There’s a lot more on tap that you’re not seeing.

(4:09:37 AM) TZurovec.CIG: Wait’ll you get a load of Nyx. Way better looking than ArcCorp….

(4:13:09 AM) TZurovec.CIG: Casaba is still being modified, so we just closed it off rather than show something that wasn’t quite ready. ArcCorp is actually getting a facelift as well. The store facades will look much better in the near future…the main building below Astro Armada will get a big bump in its visuals…and we’ll go to lower-poly but parallax occlusion mapped objects to get better performance while maintaining high visual fidelity.

(4:14:31 AM) TZurovec.CIG: Functioning stores will appear two milestones from the Social Module. In between there is a persistence/shared hangar milestone.

(4:16:13 AM) TZurovec.CIG: Terra Prime has had some development, but the primary focus is on Nyx, Hurston, Crusader, and Microtech.
(4:16:26 AM) TZurovec.CIG: Yes, Nyx is almost complete.
(4:16:33 AM) TZurovec.CIG: Looks way better than ArcCorp.
(4:16:49 AM) TZurovec.CIG: Crusader is in the very early stages.
(4:17:21 AM) TZurovec.CIG: Terra Prime is far larger than ArcCorp/Area 18. It’s basically three connected maps.

(4:15:12 AM) Zyloh-CIG: You can change your armor in the hangar by pressing F6.
(4:16:40 AM) Zyloh-CIG: Right now you can choose between 6 characters. Light, Medium, and Heavy Marine, and Light, Medium, and Heavy Outlaw.
(4:16:51 AM) Zyloh-CIG: They are the FPS character models without their helmets on.

(4:18:41 AM) TZurovec.CIG: No, what you are seeing in terms of ArcCorp is actually about one third of the city.
(4:19:28 AM) TZurovec.CIG: The area just past Dumper’s Depot ends at a fence. You’ll be able to go past that eventually. The area to the left of Casaba and heading away from the Skywalk ends at a fence. You’ll be able to go past that as well.

(4:22:45 AM) Bottaccio: @Tony after Social module first release, how fast do you think will updates released?
(4:24:07 AM) TZurovec.CIG: @Bottaccio…you’ll see SM updates daily this week. Going forward, the plan is to start releasing updates far more regularly. I’d like to put at least two more major PU updates out this year, and at least a couple of minor ones.

(4:25:41 AM) TZurovec.CIG: There are certainly still issues – it was painful to let this go out the door because I’d prefer to resolve anything remotely significant – but we’ll patch it tomorrow and I’ll feel better then as that should knock out all of the stuff of significance, at least that I know about as of now.

(4:27:03 AM) TZurovec.CIG: I don’t refer to “PU Alpha”…I mentioned earlier how everyone has a totally different idea of what that means. Instead, I’ll be talking soon – in a post on the web site – about specific milestones and functionality. I want everyone to be on the same page – to know what’s coming, and to have a rough idea as to when.

(4:29:43 AM) TZurovec.CIG: Social for everyone? We’ll try for Friday, but I’ll hold it a bit if there’s a serious issue found. It’s definitely very close.

(4:31:50 AM) TZurovec.CIG: Nyx will be rolled into one of the other major milestones. It all factors into the release schedule – going forward, the plan is to start putting out regular updates – roughly every 6-8 weeks or so. I’d guess that we’ll release Nyx sometime around late October or November.

(4:39:04 AM) Stoof: Tony, how will we travel from Arccorp to Nyx?
(4:40:53 AM) TZurovec.CIG: @Stoof…how will you get from ArcCorp to Nyx? For the short term, we’re probably going to crank up your elevator juice…. That is one magical elevator. For the longer term., of course, you’ll fly there.

(4:46:44 AM) TZurovec.CIG: Merging 1.2.0 and GameDev is a huge priority. It’s a long story, but basically the code base split when Star Marine was supposed to launch, and most of the main (not FPS specific) development occurs in the GameDev stream. We had to launch the Social Module from 1.2.0 – without the benefit of a lot of cool stuff in GameDev – because we needed GIM and the other updated networking tech, and that had specifically been done in 1.2.0 for the benefit of Star Marine. So…long story short…we’ll take a quantum leap once we’re back in GameDev.

Articolo originale disponibile presso ImperialNews.