Previous Blog Next Blog
Prev/Next Blog
by date

DawnOfMen Alpha Progress

DawnOfMen Alpha Progress
Name:James Thompson 
Date Posted:Jul 01, 2006
Rating:Not Rated
Public:YES
Comments:YES
RSS Feed:GarageGames Blog feedor Subscribe with .
Profile Page:View profile page for James Thompson

Blog post
Alpha 1 was released last week, the first revision had a few minor problems but the second revision had some major problems, which didn't allow the game to start! I later found out it was due to a VS200 problem (it was, for some reason, compiling the .exe as a multithreaded dll, strange) the third revision had no reported bugs (yes in Alpha!).

All revisions did, of course have problems other than bugs:
* No AI
-> Coming in Beta 1
* Change the player model
-> Coming in Alpha 2, completed in Beta 1
* Performance issues
-> RC1 & 2 should see all performance gone
* The grass is way too bright colored for that terrain
-> the illumination settings will be tweaked for Beta 1
* Get an photoshop 2D artist for the menu systems and intro logos
-> Only C2 reported this, all the other testers liked the GUI's so I will ask your view at the end of this blog
* DRL over-illuminates the scene
-> I thought it looked nice but I will add the option to change it in the options dlg for Beta1

Most of those are to be fixed in and around Beta 2 time so what's in Alpha 2?
I have finished the Alpha 2 todo list and here it is:
* Get a DawnOfMen theme tune
* Design AI for KOTH, CTF, DM, TDM, Campaign and Multiplayer modes
* Integrate the custom shape resource (based on feedback from Alpha1)
* Integrate the Bump Mapping resource
* Add Kill Zones to missions (like in fire, etc)
* Add end-mission triggers to all campaign missions
* Lobby system for multiplayer
* Implement a check on weapon lights so there is a light if it is on the ground but not if its mounted
* Revise the CG/DRL code
* Fix some memory leeks

Is that all?
No I have already completed:
* The initial GUI's (still needs tweaking for Beta1)
* Initial campaign mode code (still needs tweaking for Beta1)
* Initial interior destruction scripts (still needs projectile feedback system for Beta1)
* Added some environment systems to "The Great Wall"
* Added timed auto-respawn for players
* Added random melee impulse
* Reduced console spam so it was easier to find warning/errors
* Changed default window size
* Added secret mission triggers

I'll post some screenshots soon

Recent Blog Posts
List:11/04/06 - DOM, SG and future resources
10/01/06 - Progress on various things
09/02/06 - DawnOfMen & me
07/01/06 - DawnOfMen Alpha Progress
06/25/06 - DawnOfMen Alpha Release
06/18/06 - RSS
06/05/06 - DawnOfMen 0.8
05/29/06 - X-Fire Integration continued

Submit ResourceSubmit your own resources!

You must be a member and be logged in to either append comments or rate this resource.