Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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3 comments by numbersix on Dec 10th, 2014

How has "the Archons" progressed since the beta 1.1 release last year?


Reasonably new features for this release:

Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here

What is left leading to final release?

Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration: Moddb.com

What significant part of the current plan is still missing?

The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total win...is not even written.
Some approximation may be put in - then again it may not.

What is the main challenge?

I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.

What is the current status?

I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)

fig 1. the "floating" zombies

When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.

Showcase:


fig 2. bots give 100% testing new features


zappy, zappy! _____________________________________ sucky __

rainy days _____________________________________
new worlds

fig 3. determined foes

______ arg! gremlins _________________________ new things to stick nails in

fig 4. Archon of Chaos


fig 5. Occlument Augury

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Post comment Comments  (40 - 50 of 117)
numbersix Creator Online
numbersix Nov 16 2013 says:

Almost there. Once I have scores on the new HUD working...
I'll take a look at the standing bug list to see if there are any easy fixes...
Then (if not) - beta release party!
Bots playing by themselves is running real solid right now.
I'll play them a bit prior to release.

+1 vote   reply to comment
numbersix Creator Online
numbersix Nov 9 2013 says:

Working towards the beta release. Couple bugs to fix.
Started topping off the docs.
Nearly there. Its like running a coder marathon.
Now, I just need some kind of contest between the Archons for the final release.
Maybe some new maps to play on.
The more Cthulhu-esque single player enhancement will be the next big deal.
Might be a couple side mods after the beta - Pk 3.0. and something I'm thinking of calling "Weapon System Six". All the weapons I have for quake in one massive set.

+1 vote   reply to comment
numbersix Creator Online
numbersix Nov 5 2013 says:

Todays big decision:

the next release will be Beta 1.1
(as long as I can fix some bugs...)

+1 vote   reply to comment
numbersix Creator Online
numbersix Nov 2 2013 says:

Woo, a bit behind on progress updates in the forums...how did that happen.
Oh yeah, had to go back to work. Well, money is nice for some things.

+1 vote   reply to comment
numbersix Creator Online
numbersix Oct 28 2013 says:

the Trials & Tribulations of a developer:
- fix a ton of bugs
- realize it ALL has to be tested

+1 vote   reply to comment
numbersix Creator Online
numbersix Oct 6 2013 says:

Legacy archon spells are pretty much done.
Bonus - the Order Archon is also playable now. Woo hoo!

+1 vote   reply to comment
numbersix Creator Online
numbersix Sep 27 2013 says:

Code goes very well. Legacy dev code is out (mostly) making for a cleaner build.
Much of the original console print status is now in the client side HUD.
Many spells work now. Soon the original planned spells will be done.
Its time to lets the bots run for a time. See how the do.

+1 vote   reply to comment
numbersix Creator Online
numbersix Sep 17 2013 says:

The first spell is working:
Exchange - swap two non power point pieces with a teleport
Might have to code up a special teleport. The regular code in triggers has a few issues doing this.

+1 vote   reply to comment
AntitribuGuy
AntitribuGuy Sep 17 2013 says:

Do you think you can make this fully independent? like an indie game? instead of a mod?

+2 votes     reply to comment
numbersix Creator Online
numbersix Sep 17 2013 replied:

I'd have to rip the guts out of it. Practically have to start over.
And I've been at this for 3 years. 2 years went into building the code set its based on. And 5 for the original chaos mod.

Before I can release a beta I've got to do a major recode.
I'd be better off taking my unique code and items and just making an arbitrary game. Which I plan on doing.

+1 vote   reply to comment
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