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[ Development Progress ]

Discussion in 'Blades 'n Gore II' started by Kitabatake, Feb 12, 2013.

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  1. Kitabatake

    Kitabatake

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    [​IMG]




    Currently focusing on:

    Fullscreen systems for setting selection and testing the map



    [​IMG] If you want User CP notifications of BnG II development updates, click here and click "Add Subscription".


    [​IMG] This post is updated every once in a while to give a rough overview about current development.
    If you want more up-to-date information, ask me in the general discussion thread or the garena group.
    (Disclaimer: I don't always remember to edit this post. See the "Last edited" -date to see how outdated this info is!)



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    Forum overview & important links
     
    Last edited: Jul 19, 2013
  2. Kitabatake

    Kitabatake

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    Current development progress:

    New combat system: 98% ready
    Most notable improvements over old systems:
    • AI and player units all play with same rules and abilities now
      • You can impale/disembowel AI units and they can do the same to you
      • AI units have access to same abilities as you (they can now lunge etc)
    • Development of more advanced AI is now possible
      • (AI will be improved in later versions)
    • Improved combat floating texts
      • For example the deflected damage amount is now displayed more clearly

    Ability icons have been improved and color coded:
    [​IMG]
    Red = offensive, Blue = movement, Yellow = defensive, Green = healing​

    Ability tooltips have been improved:
    [​IMG]
    Tooltips are now more clear and will display accurate numbers for the abilities.​

    More environment models have also been created & implemented into the map.
    Some progress with new terrain:
    [​IMG]

    I expect the new version to be ready either this weekend or next weekend, depending on what happens with bugfixing and betatesting.
    If you have any questions, comments, or suggestions, you can post them at General Discussion Thread.
     
  3. Kitabatake

    Kitabatake

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    Blades 'n Gore II has now been updated to version 0.96m!



    Version highlights:
    1. Combat system is completely remade
      • AI units now play with the same rules.
        They have access to the same abilities as players and
        they are now also vulnerable to stumble, disembowel, and impale.
      • Combat floating texts are now clearer and more informative.
        Deflected damage amounts are now displayed always.
    2. Ability tooltips and icons remade
      • Icons are now color-coded for convenience and the tooltips have accurate number stats displayed.
    3. New terrain implemented
      • Due to popular demand, there's now a medium sized ship area available for deathmatch and duel arena modes.


    Ship terrain
    [​IMG]
    Ship in-game
    [​IMG]
    New ability icons
    [​IMG]
    New tooltips
    [​IMG]

     
  4. Kitabatake

    Kitabatake

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    Current progress:

    An early prototype of the new AI is now ready.
    • It is currently capable of fighting autonomously using player abilities without resorting to autoattacks.
    • The next step will be to create some situational awareness so that the AI will be capable of correctly responding to health and stamina amounts and enemy locations/distances.
    • Implementing the AI to multiplayer modes will also require heavy edits to the actual game modes. If all goes according to plan, this will be done for the next map version.
      If major unexpected bugs/inconveniences occur, this will be pushed to the next update.
     
  5. Kitabatake

    Kitabatake

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    Here's some updates on current map development progress

    • Bot system creation is progressing slowly but steadily
      • The AI is now capable of controlling player units in addition to neutral hostile units
    • Current focus is to make the game modes work properly with the new bots
      • The old game mode triggers really hate bots with a passion
      • It will probably be necessary to completely remake many of the mode related triggers, which might cause some delays to map update.
     

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  6. Kitabatake

    Kitabatake

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    More updates on current development:

    • The bots are now capable enough to provide some challenge to human players
    • Also, some progress on more optimized save/load codes. This system will probably be implemented into the map at version 0.98 or later.
    • There's been some progress with making the game modes work with the bots but there's still quite a bit of work to do.
      • The map will be ready for upload after the victory and respawn triggers will work for bots without major bugs.
      • At this point it's hard to say how long it will take to get the next version done, but I would estimate it to take roughly a week if nothing unexpected happens.
     
  7. Kitabatake

    Kitabatake

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    Version 0.97i

    • Improvements
      • Bot AI system created
        • AI now supports player units (Bots)
        • Multiboard now supports bots
        • Bots in deathmatch, team deathmatch, and Boss Mode
      • Select Armor modifier added
        • Allows players to choose their armor before the round starts
      • Grandfang model slightly improved
      • Claymore model slightly improved
    • Bug fixes
      • Plated Brigandine descriptions fixed
      • Fixed a bug with the game modifier buffs not appearing correctly during character customization
      • Respawn systems recreated to prevent a couple of odd bugs
      • Minor fixes and improvements around the map



    Bots are ready! Are you ready? I dunno! Go play the map!
     
    Last edited: Apr 25, 2013
  8. Kitabatake

    Kitabatake

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    Development of version 0.98 has started with ability icon improvements:

    [​IMG]
    As you can see, the hotkeys are now much clearer.
     
  9. Kitabatake

    Kitabatake

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    Version 0.98 is getting closer to being ready for upload!
    Major changes include a visual overhaul of the interface, icons, texts, cursor, etc.
    [​IMG]

    Still gotta fix a few bugs and test the map a couple of times before it is ready for upload.
     
  10. Kitabatake

    Kitabatake

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    Another new feature is being implemented for the 0.98 update!
    There's been many occasions when players get killed so quickly that they start askin "WTF? How is this possible?!".
    Well, I'm creating a damage log, which will tell you exactly how you were killed.

    Here's more info about the Damage Log development.
    Check the thread and give some feedback/suggestions if you want to help make this feature better!


    There's still a couple of bugs to fix but if everything goes smoothly, version 0.98 should be up before next week.
     
  11. Kitabatake

    Kitabatake

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    Version 0.98m

    • New Content
      • New user interface
        • Plenty of aesthetic improvements and changes all across the map
      • Damage Log
        • Shows exactly who damaged you and how.
        • Is shown to you after each death.
        • Included in every game mode except boss mode.
    • Improvements
      • Visual improvements
        • Ability icons improved
        • Tooltip visuals improved
        • Multiboard visuals improved
        • Several text and text color improvements around the map
      • Computer players in lobby are now automatically set as bots
      • Weapon/Armor selection messages improved
      • Ship terrain pathing slightly improved
      • Duel mode improved
        • There's now a 3 second delay after kill before next duel starts.
        • This means the duel isn't "interrupted" rudely the second one player dies.
      • Major optimizations applied
        • Map filesize has dropped by over 200kb while new content has been imported.
        • More old trigger systems have been replaced with more effective ones.
    • Balancing
      • Tumble ability range will now temporarily decrease upon spamming the ability.
        • Very rapid spamming will cause the unit to stumble.
    • Bug fixes
      • Fixed respawn bug in Battle Zone
      • Enabling/Disabling shops no longer switches game arena to void
      • Fixed a bug that prevented the use of throwing weapons
      • Control points are now hidden outside Battle Zone mode
      • Fixed incorrect messages upon selecting certain settings
      • Log hotkey tooltip fixed (F10 -> F12)
      • Pillar doodad models fixed; they will no longer disappear from sight
      • Character models fixed; the stand ready animation will no longer twitch
      • Fixed a bug that enabled instakill and weapon select to be active simultaneously if game was reset
      • Fixed a bug that prevented players from capturing points in Battle Zone
      • Fixed a bug that caused duel arena to not pick the next challenger
    • Miscellaneous
      • Default game mode in multiplayer is now deathmatch instead of warmup
      • Default game mode in singleplayer is now deathmatch if any computer players have been set in the game lobby.
      • All players will now see the same random end quote shown at victory/defeat



    The full update post: here
     
  12. Kitabatake

    Kitabatake

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    Status update: Map is progressing slowly at the moment.

    I'm currently quite swamped with some deadlines and studies.
    This means that the map development will proceed slowly for the time being.
     
  13. Kitabatake

    Kitabatake

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  14. Kitabatake

    Kitabatake

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    Summer is busy time and development proceeds as slowly as could be expected.


    Anyway, current progress:
    • The full-screen systems have been developed further.
      • It should now be impossible to choose nonsensical settings that might bug the game.
    • Also, I think I've finally discovered the source for the multiboard bug.
      (The bug in which random lines of multiboard are sometimes missing)
      • I'll still need to do a bit of testing but I'm pretty sure I'll get this bug completely removed for the next version.
    At this point it's still hard to say when the next version will be ready.
    If you need more info, ask me in the garena group or general discussion thread.
     
  15. Kitabatake

    Kitabatake

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    More progress!

    All multiboards (regular score multiboard and damage log multiboard) seem to work flawlessly now.
    The previously common bug of missing rows is now finally fixed.
    The damage log also now omits any damage take during spawn protection (because it won't affect your hp anyway).

    Also, the fullscreen systems are now capable of performing all the tasks the previous spellbook based setting selection system could.



    [​IMG]
    As seen in tests:
    • Damage taken during spawn protection is no longer visible in the damage log (you don't see damage log events that actually don't affect your HP).
    • All the rows are intact and complete.
     
  16. Kitabatake

    Kitabatake

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    Version 0.99 is now in testing phase and will be uploaded once the major bugs have been fixed.

    New content so far includes the fullscreen systems and a new game area:
    [​IMG]
    The new terrain "Beach" shares the theme of the original island terrain while having half the size.
    This makes it ideal for games with 6 players or less as you will not have to spend time searching for your opponents.


    Current major bugs that must be fixed before upload:
    • The map has somehow started discriminating against human players.
      • Currently in team games, only the deaths and kills of bots are counted.
      • When congratulating the winning team, the game only mentions the names of bots.
    • Floating texts of the fullscreen system sometimes start bugging out after several rounds have been played.

    If you want to help testing the map, contact me in the garena group.


    Edit: Ok bug fixed, human players' kills and deaths matter once again.
    Now just gotta play a few test games and see if the map is ready for uploading.
     
    Last edited: Aug 17, 2013
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