It seems like I've managed to fix just about all of the major bugs with 3D now. There may be a few little glitches here and there that need sorting at some stage, but for the moment the game seems pretty stable. The instance following system is now working so you can pretty much guarantee to meet up with your up with your friend(s) in multiplayer by hitting F2 and typing in their name.
Since everything is now stable enough, over the next couple of weeks I'm going to focus my attention on redesigning the website and doing some promotion of the new 3D game.
In addition, my wife and I will be moving house sometime this month which is probably going to take another week out of my timetable all said and done.
So in conclusion, don't expect any major updates to the actual 3D game until sometime towards in the end of October. When I do start on it again I'll be working on boss loots and getting all other special enemies added first. Then it'll be on to interiors and barricading.
Monday, 20 September 2010
Wednesday, 8 September 2010
It's been a massive uphill struggle, but I've finally got the multiplayer system for DF3D finished (both co-op and PvP). Chances are there are still a few minor bugs and glitches to iron out, and I also need to spend a day or two improving the security measures of the new system. But other than that it's pretty much ready to go. It's taken me literally 5 times longer than I anticipated, but I think it's been more than worth it. The quality of multiplayer is about 100x better than you get in 2D Dead Frontier.
I was originally planning to release the 3D inner city to everyone as soon as multiplayer was ready (ie in a day or two). However I've decided that the game is as it stands is a little too empty to be released as a realistic replacement for 2D. There are still a lot of features missing that whilst not strictly essential, are going to make the game very hard and impractical to play in any meaningful way (for example, huge city + no personal outposts just isn't going to be playable). In addition to this we only have basic zombie enemies programmed, which means the experience is going to be a little on the bland side.
So, my new plan is to simply skip this demo release and instead focus my attention on getting the game to a more enjoyable state. Yes this will mean another delay, but probably not as long as you're imagining. I believe I can have a decent version of the game launched on or slightly after the 20th of this month. And just to clarify that will be for everyone.
P.S And no, Duke Nukem Forever is definitely not going to beat DF3D to release!
I was originally planning to release the 3D inner city to everyone as soon as multiplayer was ready (ie in a day or two). However I've decided that the game is as it stands is a little too empty to be released as a realistic replacement for 2D. There are still a lot of features missing that whilst not strictly essential, are going to make the game very hard and impractical to play in any meaningful way (for example, huge city + no personal outposts just isn't going to be playable). In addition to this we only have basic zombie enemies programmed, which means the experience is going to be a little on the bland side.
So, my new plan is to simply skip this demo release and instead focus my attention on getting the game to a more enjoyable state. Yes this will mean another delay, but probably not as long as you're imagining. I believe I can have a decent version of the game launched on or slightly after the 20th of this month. And just to clarify that will be for everyone.
P.S And no, Duke Nukem Forever is definitely not going to beat DF3D to release!
Subscribe to:
Posts (Atom)