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Sprint 7 Review #520

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Wyqer opened this issue Nov 5, 2018 · 0 comments
Closed

Sprint 7 Review #520

Wyqer opened this issue Nov 5, 2018 · 0 comments
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Wyqer commented Nov 5, 2018

General Information about sprint reviews

As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months.
For serious playing use the latest stable release: v0.963a

Summary of this sprint

The enemies have arrived!
In this sprint we've added some core features for a normal gameplay experience: enemy sector garrisons. So with this review you've something to fight against if you approach a sector. The focus in this first implementation is on the persistence of the garrison, so it'll be saved upon deactivation and not spawn a completely new garrison upon reactivation like it's the case in the legacy framework. There are still some tweaks to do for the garrison module, but it works fine concerning the goals for it in sprint 7. This will be the foundation for later implementation of reinforcement convoys from bases to cities etc. issued by the enemy commander. Also players should be able to build up garrisons in the captured sectors later on and manage them, as the enemy in 0.97 is meant to be more pushing then it's in the legacy framework.

We've also progressed well on the build system and it can be considered to be nearly finished. It just needs some more polishing and some smaller adjustments and later changes due to underlying modules (like the resource system). But it's now saving and loading the built objects properly and also without any misplacement issues. Placing objects like static weapons on top of other objects is also possible by directly dragging them on the roof of something for example, as it recognizes the floor/surface of the terrain or underlying object.
This caused some funny experiments during the development (which will be something we'll address, too):

mrlsmkii

building

Well, concerning fighting the enemies you've no arsenal implementation yet, but as the review versions have always unlocked zeus, you can spawn your stuff in or just use the vehicles you can build via the build menu (it's free for a limited time, grab your devastating war machine now!)

That's it for the 7th development sprint, but one last hint:
If you've a save from earlier review versions, you've to wipe your save!

Content of this sprint

Task Description PR
#505 Fixed mentioned bugs from sprint 6 #519
#507 Part 4 of the build system #519
#511 First implementation of enemy sector garrison #516
#512 Common function module for "global used" functions #513

Released sprint result

https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S7

Bugs found so far

Related Task Description Reported by
#500 The "start menu" and intro cinematic is still causing some small issues Removed by b9a9507 @veteran29
#511 Vehicle placement isn't final and could cause some vehicles to explode @veteran29

Sprint History

Sprint Quick Summary Details
6 Own Respawn template, object manipulation in build menu, event based save/load #505
5 Freedom replaced with Liberty, extended CBA implementation, refactor mission init, build camera refactor #494
4 Player and Admin menu, building camera overlay #471
3 First UI overhaul, config guard, free build camera #445
2 Event handling and action manager #427
1 Basic CTI functionality: Intro, Spawn, FOB deploy, capture sector, win campaign #404
@Wyqer Wyqer added backlog dev-blog Blog article about development progress labels Nov 5, 2018
@Wyqer Wyqer added this to the Sprint 8 milestone Nov 5, 2018
@Wyqer Wyqer self-assigned this Nov 27, 2018
@Wyqer Wyqer added in progress and removed backlog labels Nov 27, 2018
@Wyqer Wyqer closed this as completed Nov 27, 2018
This was referenced Nov 28, 2018
@Wyqer Wyqer mentioned this issue Jan 1, 2019
@Wyqer Wyqer mentioned this issue Feb 25, 2019
@Wyqer Wyqer mentioned this issue Apr 8, 2019
@Wyqer Wyqer mentioned this issue May 5, 2019
@Wyqer Wyqer mentioned this issue Jun 30, 2019
@Wyqer Wyqer mentioned this issue Sep 30, 2019
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