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The first release of Bad Fur Day Remake Alpha 0.1.

Posted by Packer on Oct 22nd, 2011

That’s right a release, finally! This alpha is early days yet and only contains One Weapon/character/level/gamemode. There are a few bugs that I'm aware of but in general its fairly stable in comparison to most of my previous work. I've included two bots that patrol around the level that fight you when you come into contact with them to give the players more to do in the alpha.

Its been a very long time since I've worked on BFDR or released any news on it. The truth is I've been waiting for the engine that the game is being built on to get a major update to fix the majority of the bugs that come with it. However that update doesn't come out for another Month. So for the past week I've been working day and night to produce this testing Alpha with Deathmatch gameplay. With that said I've created a new development structure which everyone will benefit from.

This new structure I use the system Overlord, with Overlord I can set milestones (Alpha 0.1) and tasks to these milestones and once I complete the tasks the milestone will be completed. With this I can easily keep track of what’s needs doing and the priority of which it needs to be done. I've also taken on a new overall developer structure, I'm taking the type of Minecraft root where I'd release smaller more frequent updates rather then building up a large single update over time, this allows me to get the feedback I need as well as bug reports. With these I can then fine turn the game to audience and not some idea I have in my head and keep the heart of the game the same or as close as possible to the original game.

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the*Joker
the*Joker Oct 22 2011, 9:33pm says:

THAT IS AWESOME! Just played, its glorious already. Keep up the good work.

By the way, will you be including ALL of the Bad Fur Day multiplayer modes(Heist, Tanks, Dinos) or just the Tediz vs. Squirrels mode?

+3 votes     reply to comment
Packer Author
Packer Oct 23 2011, 4:46am replied:

I'd like to add as many of the original gamemodes, I know setting them up is a lot easier these days now that I have a much better grasp on what I'm doing though I'll definitely need an experienced coder/scripter with the gamemodes themselves. Its also a matter of recreating the content for said gamemode which is time consuming.

+2 votes   reply to comment
Jozor
Jozor Oct 23 2011, 2:01am says:

Great stuff, so happy to see this back again! :D

Short term suggestions I'd say are:
Teams, using Squirrels with red camo. (unless your close to tediz being done? o.o)
Ability to choose number of AI on the start game.

Otherwise, loving it as the first alpha. :D
And seconding theJoker's Keep up the good work!

+2 votes     reply to comment
TeddySven
TeddySven Oct 23 2011, 4:06pm says:

men... you did my DAY, i'm a huge fan of this awesome N64 Classic.. and now a little re-make... i gotta say WOW...! thanks mate, downloading and waiting to see it in action THANKS...!!!

+1 vote     reply to comment
noTformaT
noTformaT Oct 24 2011, 4:45am says:

funny protagonist.

+1 vote     reply to comment
SolidFake
SolidFake Oct 24 2011, 12:04pm says:

setting milestones for your game should be a crucial part anyway, it helps development a LOT

+2 votes     reply to comment
Packer Author
Packer Nov 1 2011, 9:39am replied:

I've always had milestones but using a system really does give you the real status to that milestone then just randomly guessing.

+2 votes   reply to comment
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