Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby trungdle » Fri Oct 03, 2014 2:50 pm

Lusewing wrote:Will you guys stop giving our tear inducing overlord ideas? You should know better after the Brickwall egging.

Did I hear Brickwall egging? ¦]
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Re: Development Roadmap

Postby Kandarim » Fri Oct 03, 2014 3:00 pm

We should make a timeline with JC milestones.

The Claeyt Capping, The Signpost Massacre, The Brickwall Egging.

Oh and let's not forget The Turtle Tears.
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Re: Development Roadmap

Postby trungdle » Fri Oct 03, 2014 3:08 pm

Make an entire history of the rise and fall of our colonies. The failure of past governors, the dark age of neglects and widespread rumors, the dissolution of Virginadox company, the rampant Indian Tribe, the Russian Immigrant, Salem fights for Independence, the Article of Development Road Map, etc, etc...
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Re: Development Roadmap

Postby Icon » Fri Oct 03, 2014 3:17 pm

trungdle wrote:Make an entire history of the rise and fall of our colonies. The failure of past governors, the dark age of neglects and widespread rumors, the dissolution of Virginadox company, the rampant Indian Tribe, the Russian Immigrant, Salem fights for Independence, the Article of Development Road Map, etc, etc...


There is a lore section on the tribe wiki, although its mostly Plymouth stories. I've been tempted to write up most of the Roanoke lore that I know, but godamn am I ever lazy
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Re: Development Roadmap

Postby MagicManICT » Sun Oct 05, 2014 2:35 pm

I know client updates are in the works, but any plans on getting away from a .jnlp? Like an actual stand-alone updater? I know it will require more work, but it will get away from such a crappy part of Java. (Not to mention requiring to have Java enabled in the browser, which has seemed to be once source of so many Java hacks.)

Maybe I missed a comment on this, but don't recall seeing it asked recently of MM.
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Re: Development Roadmap

Postby Potjeh » Mon Oct 06, 2014 1:36 am

Roadmap update please. Would love some hints on what creepy critters we're getting.
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Re: Development Roadmap

Postby Nezrukas » Wed Oct 08, 2014 4:06 pm

I think update on next month will be great
I hope on this
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Re: Development Roadmap

Postby JohnCarver » Fri Oct 17, 2014 5:49 am

Update:

First, I apologize for the delay on updating the road map as things have been a bit busy here. Some of you may realized that at times we can be a bit impatient and would prefer to push 'something' live even if slightly incomplete or imperfect than to hold back content or push back deadlines. For that reason, you got a wealth of new activities, items, actions etc that were void of new Animations. Truth be told there was a bit of a snag in the way that Animations were being handled and that has actually caused a necessity for us to REBUILD EVERY ANIMATION in Salem. Some of them are looking quite nice. Others are looking at bit derpy at the moment. Regardless, we are trying and this volume of work in addition to our normal schedule was not something we were exactly planning for.

In addition to this, we are trying to get in a few systems that are a bit more complicated than 'content'. Simple things, but things that require manipulation of some core systems of Salem. These are being worked on in anticipation for other systems on the horizon and the full scope of the efforts going into these systems will not be immediately realized.

That being said, we promised you Darkness Animals, and so in addition to this we are still trying to make good on that promise as well as getting something fun in for Halloween. We originally had about (8) new Animals, Critters, and Darkness Creatures. Most of these are pretty close to being implemented, however, due to some of the delays above Darkness Animals might be a partial implementation with the 'full scope' of what we wished to add here trailing into the next month. With these animals we also wanted to bring you some new fight mechanics including additional debuffs and status effects when encountering different animals.

All in all, its a lot for one month and I anticipate the results will look like 'less' simply because all the time and effort that goes into the 'little things' like rebuilding existing animations from scratch. We hope we can still deliver you an October patch you are excited about and, as always, appreciate your support!
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Re: Development Roadmap

Postby Silent_Bob » Fri Oct 17, 2014 1:52 pm

JohnCarver wrote:Update:

First, I apologize for the delay on updating the road map as things have been a bit busy here. Some of you may realized that at times we can be a bit impatient and would prefer to push 'something' live even if slightly incomplete or imperfect than to hold back content or push back deadlines. For that reason, you got a wealth of new activities, items, actions etc that were void of new Animations. Truth be told there was a bit of a snag in the way that Animations were being handled and that has actually caused a necessity for us to REBUILD EVERY ANIMATION in Salem. Some of them are looking quite nice. Others are looking at bit derpy at the moment. Regardless, we are trying and this volume of work in addition to our normal schedule was not something we were exactly planning for.

In addition to this, we are trying to get in a few systems that are a bit more complicated than 'content'. Simple things, but things that require manipulation of some core systems of Salem. These are being worked on in anticipation for other systems on the horizon and the full scope of the efforts going into these systems will not be immediately realized.

That being said, we promised you Darkness Animals, and so in addition to this we are still trying to make good on that promise as well as getting something fun in for Halloween. We originally had about (8) new Animals, Critters, and Darkness Creatures. Most of these are pretty close to being implemented, however, due to some of the delays above Darkness Animals might be a partial implementation with the 'full scope' of what we wished to add here trailing into the next month. With these animals we also wanted to bring you some new fight mechanics including additional debuffs and status effects when encountering different animals.

All in all, its a lot for one month and I anticipate the results will look like 'less' simply because all the time and effort that goes into the 'little things' like rebuilding existing animations from scratch. We hope we can still deliver you an October patch you are excited about and, as always, appreciate your support!


I'm sure I speak for all of us when I say we appreciate all the hard work you're doing :). Take the time you need.
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Re: Development Roadmap

Postby trungdle » Fri Oct 17, 2014 11:15 pm

JohnCarver wrote:Update:

First, I apologize for the delay on updating the road map as things have been a bit busy here. Some of you may realized that at times we can be a bit impatient and would prefer to push 'something' live even if slightly incomplete or imperfect than to hold back content or push back deadlines. For that reason, you got a wealth of new activities, items, actions etc that were void of new Animations. Truth be told there was a bit of a snag in the way that Animations were being handled and that has actually caused a necessity for us to REBUILD EVERY ANIMATION in Salem. Some of them are looking quite nice. Others are looking at bit derpy at the moment. Regardless, we are trying and this volume of work in addition to our normal schedule was not something we were exactly planning for.

In addition to this, we are trying to get in a few systems that are a bit more complicated than 'content'. Simple things, but things that require manipulation of some core systems of Salem. These are being worked on in anticipation for other systems on the horizon and the full scope of the efforts going into these systems will not be immediately realized.

That being said, we promised you Darkness Animals, and so in addition to this we are still trying to make good on that promise as well as getting something fun in for Halloween. We originally had about (8) new Animals, Critters, and Darkness Creatures. Most of these are pretty close to being implemented, however, due to some of the delays above Darkness Animals might be a partial implementation with the 'full scope' of what we wished to add here trailing into the next month. With these animals we also wanted to bring you some new fight mechanics including additional debuffs and status effects when encountering different animals.

All in all, its a lot for one month and I anticipate the results will look like 'less' simply because all the time and effort that goes into the 'little things' like rebuilding existing animations from scratch. We hope we can still deliver you an October patch you are excited about and, as always, appreciate your support!

Were y'all busy making this?
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