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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 114)
numbersix Creator
numbersix Nov 2 2013, 9:46pm 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
numbersix Oct 28 2013, 5:18pm 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
numbersix Oct 6 2013, 1:16am 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
numbersix Sep 27 2013, 11:20am 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
numbersix Sep 17 2013, 11:10am 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
Mv.c9
Mv.c9 Sep 17 2013, 1:16am 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
numbersix Sep 17 2013, 11:07am 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
numbersix Creator
numbersix Sep 16 2013, 8:45pm says:

Work is progressing on the spell system targeting method. Good so far.
Still have worries about the global 32768 limit - it floors me that the compiler counts local variables as globals. wtf. seriously.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 14 2013, 3:25pm says:

A bit of monster eye candy from the sample room. Samples dont attack, they just look pretty.

These are already in the mod, but I have plans to fix some up.
Things are coming along nicely with the HUD. I have to make an enhanced display mode and then I'm going to add in Archon magic.
If that goes well 1.0.5 alpha can be released soon.

Then I'm going to do a big re-code to clean things up a bit.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 14 2013, 3:30pm replied:

Moddb.com - monster images for today

+1 vote   reply to comment
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