Exhaustion won. I’m too swamped to release a pre-alpha before the end of 2011. :(
Hold on… Wait! Don’t be sad! 2012 is right next door. And I think I’m going to have some time to rest next week. So guess what? I’ll try to release it then. Anywhere between the 2nd and 8th.
But… what’s holding up the pre-alpha? What could possibly be missing‽, you ask. Well, a bunch of stuff:
- Power plates: these handy fellows will give you free stuff when you step on them. They’re not vending machines, I actually don’t even have a better name for them yet. I haven’t yet decided what will spawn there, but I’m thinking something like Health packs, you know, little boosts.
- A console: you know where, in certain games, you are able to open up a nice window and you type gibberish in it? You know, stuff like “drawfps 1” or “cl_cmdrate 33” or “devour_your_mom 69”, stuff like that? I intend to implement that, and I have several reasons for it, but I’m going to save them for another post.
- Server optimizations: I still have a bunch of them to do before I release the pre-alpha.
- Launcher: at the moment, the only way to launch the game is to edit the config.cfg with your nickname, screen resolution, and server address (IP and port), and then run the exe. I intend to create a launcher with a server browser (this may not be ready in time for the alpha), and at least a decent way to change graphical options (at the moment, only the screen resolution is changeable, and I didn’t forget the fullscreen option) without resorting to editing the config.
What is the point of this pre-alpha?, you ask again. Well, I have several reasons, but mainly server and client stability with 4+ people, and general feedback to improve the game. This pre-alpha is a way for me to test several stuff that I am unable to test on my own. And mainly for motivation, which I seem to lose quite often, probably because I’m just like that. :)
Expect more news in the next few days.