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Posted: Fri Nov 19, 2010 5:01 pm
by Mogri

Posted: Sat Nov 20, 2010 2:14 am
by NayusDante
So have we come to a conclusion on the extension or not?

Posted: Sat Nov 20, 2010 3:47 am
by Pepsi Ranger
The conclusion is that I'll make you guys sweat it out a little more...

Nah, just kidding. I think I have enough people in favor of keeping the original deadline that there doesn't seem to be a need to extend it.

However, I do traditionally allow bugfix windows, which I've been about 60% sure I'd do for this contest, and now I'm pretty certain I will.

Essentially, this means that the game is released on the due date, but a second release is permitted up to about 7-14 days after the deadline to allow the author some time to fix his game based on user feedback and whatnot. Voting typically begins after the bugfix period. I think plenty of people have been devoted enough to their games to make this decision worthwhile.

I'm not confirming the size of the window yet, however. Traditionally it's for one week, but there's a good chance I'll make this one two weeks.
James wrote:I am favorable to a deadline extension. Real-life has been way too busy for me lately. :P
Consider this that extension I offered you over the summer when I thought you'd need one. December 15th for low bounties, December 30th for high ones.

Everyone in agreement?

Good. Let us continue to race against the 30th.

Posted: Sat Nov 20, 2010 3:51 am
by NayusDante
So I'm going to assume that 11:59PM GMT-5 on the 30th is the deadline?

I've got maybe half of my game's sequence functionally implemented, and I should have it finished tomorrow so I can get to work on all of the number crunching. I keep getting distracted by cutscene scripting and looking up commands that aren't too well documented. You know we have a page on the wiki for "suspend NPC obstruction," when that's not a valid command?

Posted: Sat Nov 20, 2010 4:31 am
by Baconlabs
Pepsi Ranger wrote:I think I have enough people in favor of keeping the original deadline that there doesn't seem to be a need to extend it.
and then wrote:Consider this that extension I offered you over the summer when I thought you'd need one. December 15th for low bounties, December 30th for high ones.

Everyone in agreement?

Good. Let us continue to race against the 30th.
You just confused me.
I'm guessing that Dec. 30th extension up there applies only to James, and us contest-goers are still on the November 30th / December 1st deadline. Is this correct?

Posted: Sat Nov 20, 2010 5:01 am
by guo
I think us contest-goers get till the 30th +7-14 days for bugfixes, whereas James gets till the 15th/30th for "Bounties" - ie the HotOHR bugfix/feature requests made by entrants.

Posted: Sat Nov 20, 2010 5:33 am
by Pepsi Ranger
NayusDante wrote:So I'm going to assume that 11:59PM GMT-5 on the 30th is the deadline?
Maybe...I set my deadlines for 6am EST, so whatever that works out to. Keep in mind that this is 6am December 1st. That's about when November 30th will be history in all time zones, and when I expect them to be uploaded by.
Baconlabs wrote:You just confused me.
I'm guessing that Dec. 30th extension up there applies only to James, and us contest-goers are still on the November 30th / December 1st deadline. Is this correct?
Yes, that is correct.
guo wrote:I think us contest-goers get till the 30th +7-14 days for bugfixes, whereas James gets till the 15th/30th for "Bounties" - ie the HotOHR bugfix/feature requests made by entrants.
Yes. Contestants = November 30th +6hrs EST (with an as yet to be determined extension for bugfixes only). James = December 15th and 30th for bounties. Note: I had planned to give him a month's extension back in July, but he didn't think he'd need it. Now that he's way behind, I'm gonna extend his deadline anyway.

Also, in case the question comes up about what will constitute a bugfix for the +7-14 days, here is my official stance:

Games should be as complete as possible for the deadline, including all demo-exclusive endings (end of chapter scripts for example).

However, in case it doesn't work out this way,

-Tying up loose ends will be permitted.
-Repairing glitches of any form will be permitted.
-Adding any hero, NPC, item, script, etc. that the game depends on to be considered "ready" will be permitted.
-Making alterations to things that receive negative feedback will be permitted IF it has to do with something minor like stat balancing or mangled graphics or something.

Things that should not be done to the games during the bugfix period:

-Adding the next chapter.
-Adding new, nonessential areas.
-Making significant changes to the story (subjective).
-Adding nonessential items, bosses and minibosses, or heroes.
-Deleting file and giving up.

(Major changes like these that are made for the sake of continuing the game for the next major release should at least be documented in case the player accesses them during the judging period.)

The Do Not Do List is mainly subjective, and I will probably not be monitoring appropriate fixes and updates. I trust that all of us can make a sound decision about what constitutes a necessary fix versus what makes for a cheap fix (the kind that adjusts for competition). Don't forget that games go live on the deadline, so the players will know what kinds of fixes you're making. In the end, know what you want from your game now so that you can do your best to achieve your vision for it before time runs out.

Posted: Sat Nov 20, 2010 6:18 am
by Mogri
Pepsi Ranger wrote:Things that should not be done to the games during the bugfix period:

-Adding the next chapter.
Aww :(

I guess I should get to work, then

Posted: Sat Nov 20, 2010 10:42 am
by Baconlabs
To [s]James:[/s] or TMC
Thank you sooo much for the color replacement tool in the latest nightly, it's helping tremendously!

Posted: Sat Nov 20, 2010 7:33 pm
by Bob the Hamster
Baconlabs wrote:To James:
Thank you sooo much for the color replacement tool in the latest nightly, it's helping tremendously!
that one was TMC :)

Posted: Sun Nov 21, 2010 8:38 pm
by NayusDante
Do you guys implement dialog sequences with the "next box" parameter in custom, or do you tend to write scripts for these things?

I tried to minimize scripts by keeping it all in what custom supported, but now I'm realizing that I should have just written a script for each NPC with absolute references to tags and stuff. I certainly *could* keep everything in the text box properties, only using scripts for cutscenes and such, but it's a LOT to keep track of mentally.

Posted: Sun Nov 21, 2010 9:02 pm
by Newbie Newtype
I usually use next box, even for scripts (since you can prevent the player from advancing text boxes if you need to anyway).

Posted: Fri Nov 26, 2010 10:20 pm
by NayusDante
Eternity Fragment Progress Report

(Green = Complete)

Milestone 1 - The game works from beginning to end
-Maps
-Dialog Tags and Progression
-Scripting


Milestone 2 - The game is actually challenging to play
-Character Stats
-Monster Stats

-Character Skills/Spells
-Monster Skills/Spells
-Treasure chests

Milestone 3 - The game doesn't use any ripped Dragon Quest tiles
-Original Graphics
-Original Music
-Sound Effects
-Fine Detail

Milestone 4 - The game starts and ends properly
-Title Screen
-Ending
-Credits

Milestone 5 - Feedback
-Testing
-Revision
-Balance


Once I finish Milestone 2, I'm going to need testers (maybe 3?). Specifically, I'm going to want feedback on the game balance and difficulty. I should be finishing up M2 tonight and doing my initial playthrough then, so testing should be this weekend.

Posted: Sun Nov 28, 2010 11:55 am
by Baconlabs
Wahh, time has flown by far too fast.
I just took a look and saw that I've got 400-500 text boxes worth of dialogue and story material left to integrate. Things aren't boding well; I'm going to have to cut my game off even earlier than I expected.

That said, everything's working fine and dandily, it's just so darn short.

Posted: Mon Nov 29, 2010 7:37 am
by Barnabus
Hey there guys, thought I'd stop in and see how things are going. Everything looks real nice so far! I can't wait to try them out!
Baconlabs wrote:Wahh, time has flown by far too fast.
I just took a look and saw that I've got 400-500 text boxes worth of dialogue and story material left to integrate. Things aren't boding well; I'm going to have to cut my game off even earlier than I expected.

That said, everything's working fine and dandily, it's just so darn short.
Well, even if it's a bit short, it'll still be nice to see what's been brewing!