Author Topic:  2.0  (Read 40823 times)

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Craig

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Re: 2.0 Release
« Reply #45 on: March 23, 2014, 01:50:08 AM »
to do:

2 bugs
2 loose ends

Craig

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Re: 2.0 Release
« Reply #46 on: March 23, 2014, 02:38:18 AM »
to do:

1 bug
2 loose ends

Craig

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Re: 2.0 Release
« Reply #47 on: March 24, 2014, 04:21:25 AM »
to do:

1 bug
1 loose end

Craig

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Re: 2.0 Release
« Reply #48 on: March 24, 2014, 07:17:56 AM »
to do:

1 bug
2 loose ends

Craig

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Re: 2.0 Release
« Reply #49 on: March 24, 2014, 09:44:17 PM »
to do:

1 bug
1 loose end

Craig

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Re: 2.0 Release
« Reply #50 on: March 26, 2014, 03:55:09 AM »
to do:

0 bugs
1 loose end


This last loose end is a review of our controls. I mentioned we felt that our controls had become just a touch too complex, primarily due to the addition of the hot bar which takes away the use of both bumpers, which were used for a number of functions previously. Consequently the buttons for those functions had to be moved to other buttons.

The controls are ok, and useable, but they are quite different to the ones you're all used to and it will take some getting used to this new setup.

Dual wlelding has also made the hot bar navigation more cumbersome than it is with single wielding. Because the left bumper is used to equip left hand items, the right bumper for right hand items, which means there are 2 cursors on the hot bar, one for each hand/bumper and you can only move them one way round, so if you accidently skip over the item you intended to equip, you have to go round again.

I added the split hot bar to try reduce this problem, but it's still not ideal, because players need to put more effort into managing their inventory into the right slots.

So what we're going to do now is try and get back as much as possible to the original TM controls that we all know, and also try to come up with some better idea's for the hot bar.

In the next release we'll also be adding a 2nd control scheme which mimic's minecrafts as close as possible, for players that want that. This also free's us up to implement the TM control scheme exactly how we think it should be, without having to make compromises to the minecraft scheme which is what I've done in the past.


Craig

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Re: 2.0 Release
« Reply #51 on: March 26, 2014, 04:05:06 AM »
btw we've added 9 new System Component Packs

Arebold:
System Trees

Miss Cellany:
System Terrain
System Terrain Transitionals

Baldy:
System Canals
System Farming
System Town Builds
System Townhouse1
System Townhouse2
System Tudor Remix

Craig

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Re: 2.0 Release
« Reply #52 on: March 26, 2014, 04:09:46 AM »
And we just reached our 100th 2.0 test build.

Craig

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Re: 2.0 Release
« Reply #53 on: March 27, 2014, 07:02:33 AM »
The controls review is going well.

We've ended up adding 4 schemes for you to choose from, including a minecraft clone :p

The minecraft clone is not exactly the same, because of different features, like double jump, we couldn't use double tap A for fly toggle, we tried tripple tap A, but that didn't work out well. Also dual wielding. But overall, it's quite close.

I also found another bug today which needs to be fixed because it's serious, but it shouldn't take long to fix.

Tomorrow I should be finished with the control stuff and this last bug. Then we just need to play around for a day or two to convince ourselves the controls are as good as they can be, and then we're done with this update.

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Re: 2.0 Release
« Reply #54 on: March 31, 2014, 07:07:11 PM »
Final Testing Today

If no major problems found, it will be submitted end of today.

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Re: 2.0 Release
« Reply #55 on: April 01, 2014, 08:10:48 PM »
Final Testing has passed.

I'm running through my peer review checklist now, so the update should be submitted to peer review within the next couple of hours.

Craig

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Re: 2.0 Release
« Reply #56 on: April 01, 2014, 10:16:17 PM »
bombs away...