Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 2, 2017 10:29:20 GMT
The Development TeamIt's early days yet, but currently the dev team consists of: Murgle - coder, game conceptDrongo - graphics, UI development, game concept, publicityThe dev team will change and evolve over time, and will be posted here.
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biter
Xenomorph
Posts: 18
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Dev Team
Aug 4, 2017 22:51:39 GMT
via mobile
Post by biter on Aug 4, 2017 22:51:39 GMT
I volunteer to test the alpha!!! XD
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 4, 2017 23:57:45 GMT
Haha thanks biter.  I'm sure there will be many folks that would be keen to be involved in testing alphas... that will be discussed in the Release thread.
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Post by Flatnose on Aug 6, 2017 19:31:50 GMT
this doesnt really belong here I know but I couldnt help myself because I saw "alpha"
I think alpha testing should be done like antzzz did battle servers throw everyone together with a high lay speed and let them all kill eachother until they break something lmfao
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Post by darthace21 on Aug 8, 2017 2:08:40 GMT
There should be a dev team which you have and a test team. If there is add me in 
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Post by Opasa on Aug 8, 2017 9:17:22 GMT
Real testing is not just to see how fast can we kill each other although it's also very important information, but how numbers are balanced. If some army-type of ants are too cost effective players will make only them and nothing else ... if soem buildings make no sense to build ...
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 8, 2017 10:18:58 GMT
To begin with alpha testing will be very small "in-house" group to test very specific features. Once we've tested them and built on them and actually have something that resembles a game it will be sent to specific alpha-testers to provide feedback on. Probably only 2 or 3 players at a time.
The scale you're talking about it probably beta-testing... when the game is largely in place and it's only really unique bugs that we're searching for (excuse the pun).
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Post by No Name on Aug 8, 2017 15:54:59 GMT
I suggest much of the game be modular/flexible to allow others to add features easily to a common base or borrow common features as part of a "fork" to a different game.
1) language... imo should be "key, value" pairs eventually, so anyone can add a new language. Eg default to english but then someone can provide a translation to each phrase in french, german, russian, etc. A person playing game could choose his default language. One way to create a new language is to load an existing language into a spreadsheet and type new column with translation. Language may contain references to variables, eg "{AttackerName} has stolen {WoodAmount} wood and {FoodAmount} food from you!"
2) skin... the user interface ideally long term should be a "skin" that can be changed to fit mobile or other styles, and anyone can make a skin. Skin format may be a "web page" that can be loaded in a browser with special keywords that get replaced by final game variables, etc.
3) translation of code: parts like skin may get translated into different forms that the game needs by using a program that reads the skin and spits it out as computer code needed by game, and/or the key, value pairs needed by language.
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Post by No Name on Aug 8, 2017 15:57:32 GMT
(Goal of ideas like above is to make it so "devteam" gets expanded to as many people as possible that can help with what for would be boring stuff for main guys, who then just pick out the "best" skins, translations, etc)
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 9, 2017 9:04:24 GMT
1) language... imo should be "key, value" pairs eventually, so anyone can add a new language. Eg default to english but then someone can provide a translation to each phrase in french, german, russian, etc. A person playing game could choose his default language. One way to create a new language is to load an existing language into a spreadsheet and type new column with translation. Language may contain references to variables, eg "{AttackerName} has stolen {WoodAmount} wood and {FoodAmount} food from you!" Great idea, easily done. Especially with community help. 2) skin... the user interface ideally long term should be a "skin" that can be changed to fit mobile or other styles, and anyone can make a skin. Skin format may be a "web page" that can be loaded in a browser with special keywords that get replaced by final game variables, etc. Also a great idea, also easily done by using CSS. 3) translation of code: parts like skin may get translated into different forms that the game needs by using a program that reads the skin and spits it out as computer code needed by game, and/or the key, value pairs needed by language. Not sure what you mean here.
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Drongo
Administrator
Posts: 98
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Post by Drongo on Aug 17, 2017 6:41:45 GMT
I think it's important to keep you good folks in the loop, so I decided to post a bit from the PM yesterday between Murgle and I. There's nothing sensitive in it I don't think, so I hope Murgle won't mind that I'm quoting him...
A message yesterday from Murgle:
My reply PM:
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biter
Xenomorph
Posts: 18
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Dev Team
Aug 17, 2017 9:49:59 GMT
via mobile
Post by biter on Aug 17, 2017 9:49:59 GMT
Maybe the ideas for UI will help drive game features? Can we have everything in one page with drop downs? I hate waiting for refresh if Internet is crap.
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