We're close to wrapping up Altarian Prophecy, and 1.2 is pretty much ready to go. We still need Logistics techs, and someone reported that the minors are still building trade goods. There have been some reports about the time to complete technology being inaccurate (which would be in the base Gal Civ as well), but I now can't find the threads where people talked about this in enough detail for me to do something about it. That means I'm going to have to create a post, and so I'm probabl...
I keep a notebook by my computers so that I can make quick reminder notes of things I need to work on, or look into, etc. Unfortunately, my handwriting sucks, and I fill up a page quickly. So I made myself an excel spreadsheet similar to my bug report tracking spreadsheets, and that's been working a bit better. Rather than checking stuff off, I move it to another sheet in the workbook. The workbook has 4 sheets in it: a to do list, a needs testing list, a done list, and a shelved list. The t...
This week has been rather busy. We posted another beta last week, so we had the usual upsurge of activity on the forums. We've had very few new bug reports, and people are very pleased by the beta. One thing that is confusing them is that most of them have turned off their prompts so that they don't realize that they are spending money when they automatically build a starbase. A few people have been having problems with saving scenarios they make with the scenario editor. One of them ...
I always seem to end up a day behind in my blogs, so hopefully I can catch up today. This is what I had planned for yesterday: *Check to see what happens when you try to increase the difficulty from the race setup screen and not all the alien races are enabled. *Show saved games from the campaign on the Select Campaign window. *Make sure that the default text works for missions winning + losing without victory/defeat text. Well, I did check to see what would happen when trying to incr...
Yesterday and today I spent working on the campaigns. I had most of the code in place, but it was jury-rigged with #ifdefs in the old screens, for testing purposes. So I had to move that code into the new screens where they belonged, taking it out of the old screens, and make sure that the code worked. I also made a test campaign, which had the additional bonus of testing the editors. So now on the new opening menu, you click on Start Campaign, and it brings up the Select Campaign window. ...
Well, we're just about ready to post another beta for Altarian Prophecy. Some new features in this build will be 2 new AI players, 4 new ships, and logistics. I think that I've gotten all of the bugs out of the new save game format. The crash has been fixed for awhile, but there were a lot of little things that weren't re-initializing correctly when the game was loaded. We'll also be including docs for the editors with this next update. And the infamous invisible ship bug has been squished!...