Where To Go From Here?

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Jeremy Putnam

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Aug 29, 2010, 1:54:16 AM8/29/10
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What a week! Thank you RB0 and Robert for responding when I prodded
this little corner of the web. I can't believe what we have after a
week's time thanks to you guys. I didn't know if anyone would even
want to pick this project up again.

So where do we go from here?

From my own, admittedly inexperienced, opinion, I think we should get
multi-play working, get the mage in, get a few more tiles and walls to
add variety, then release self-contained playable executable so people
can try it out. If it's solid and looks good we should get more folks
willing to pitch in and help keep it going.

What are your thoughts?

Markus Martin

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Aug 29, 2010, 8:54:49 AM8/29/10
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"Release early, release often." Your plan sounds good. My two cents, though I don't forsee having any time to pitch in in the immediate future.

-Markus

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Robert Ramsay

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Aug 29, 2010, 12:25:23 PM8/29/10
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First, I believe we should create a list of all the bugs, features and
art assets needed and add them to the googlecode issues. So that we
can track them better.

Second, we should decide on one day a week or a month to have a group
meeting and discuss the priority of issues/features.

I think we should focus on game logic and server issues first and
foremost. Once we have the core engine of the game solid, stable and
bug-free we can focus on creating a 3D graphical interface. When the
game is at a good solid state we should look into creating a paypal
account to get funds for a dedicated game server. Then possibly port
clients to mobile devices (iPod/iPad, Android).

We also should make some announcement at some point, get the news out
there that GalaxyMage is back. We could also create some tools for
scenario management/editing to help support a modding community.

That's the overview of what I think our focus should be.

Robert Ramsay <FatalFred>


On Aug 29, 8:54 am, Markus Martin <mar...@archwyrm.net> wrote:
> "Release early, release often." Your plan sounds good. My two cents, though
> I don't forsee having any time to pitch in in the immediate future.
>
> -Markus
>
> On Aug 28, 2010 11:54 PM, "Jeremy Putnam" <lord....@gmail.com> wrote:
>
>
>
>
>
>
>
> > What a week! Thank you RB0 and Robert for responding when I prodded
> > this little corner of the web. I can't believe what we have after a
> > week's time thanks to you guys. I didn't know if anyone would even
> > want to pick this project up again.
>
> > So where do we go from here?
>
> > From my own, admittedly inexperienced, opinion, I think we should get
> > multi-play working, get the mage in, get a few more tiles and walls to
> > add variety, then release self-contained playable executable so people
> > can try it out. If it's solid and looks good we should get more folks
> > willing to pitch in and help keep it going.
>
> > What are your thoughts?
>
> > --
> > You received this message because you are subscribed to the Google Groups
>
> "GalaxyMage Redux Dev" group.> To post to this group, send email to galaxymage...@googlegroups.com
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> .> For more options, visit this group at
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RB[0]

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Aug 29, 2010, 5:44:51 PM8/29/10
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I can get us featured in freegamedev blog at any time - so no worries on getting the word out front :)
I also have a python game dev site that has a fair bit of traffic we can use - not to mention the good old Pygame.org :D

Here are my thoughts.
We have two choices:
a) clean up the Pyweek version and release as 0.01 to get a release out there for the public.
b) we take the time to port things over and rebuild it right

'a' might get us more people contributing sooner, and get our name out there, but the game itself is really buggy, and the interface is horrible.
'b' will take longer, but we would have 3d in a lot quicker.

I think we should go with 'a'.
I already have a fairly good idea of what most of the problems are (since things were working up until like the last hour of the competition) - so bugfixing I can do.
I really want to revamp the multiplayer/client interaction though to make it more streamlined.

I am going to be really busy for a bit, but what about we meet up in irc on the 12th?
We can obviously frequent it whenever we think about it - but on the 12th we will get all the feedback from the ratings/comments from Pyweek and that will definitely help in compiling a bugs list.

So, in the mean-time, if you find a bug, submit it on the googlecode.
I will clear out the old code/assets from GMR and port the pyweek dir to the main dir, and then we can start working on it when we think of something to change.
Jeremy - just keep making/refining art - especially units/effects (like if a mage casts a fire ball, it needs an attack image/animation and a fireball one - I'm gonna add disposable entities soon, so we can see what happens in battles...)
One thing that will change is using entities as much. If we make the switch to 3d, then we won't have walls/etc. we'll have terrain colored like walls, and the pathing will just need to handle that.

Something to discuss, isometric vs. 3d - what do we want to do...

How's that sound to everyone?
I think I will handle engine bugs, Robert can you be in charge of the scenario/unit/ability/ai bugs?
That way we don't overlap much.

I have a lot of plans to revamp a lot of things, so if you find something different and want info on it let me know :)
I am currently crashing a bit, but I should be able to work a little on it over the next couple of weeks leading up to our meeting.

So, happy coding/art(ing? :P) people's!

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Jeremy Putnam

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Aug 29, 2010, 8:58:43 PM8/29/10
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One question, how tied is the engine to a 64 x 32 tile and 64 x 64
unit? Would it scale to something larger and still be able to find
the center of the tiles?

RB[0]

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Aug 29, 2010, 9:01:32 PM8/29/10
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Yes, in fact mods can define tile size themselves - as long as the art fits, you could stick a 200x200 unit in there and the engine would render it fine.

Jeremy Putnam

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Aug 29, 2010, 9:08:20 PM8/29/10
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You do good work, RB[0]! I was kind of thinking rather than going for
pixel art, since we accept .png files, I would actually try painted
tiles a little larger to fit with modern resolutions. Can we bump the
window size as well?
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> > .

Robert Ramsay

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Aug 29, 2010, 9:10:28 PM8/29/10
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Add resolution preferences/scaling to the google code issues, as a
feature request.

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RB[0]

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Aug 29, 2010, 11:03:26 PM8/29/10
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Yep, we can probably make the gui scalable - easily done if we use opengl, not so easy (but still doable) if we stick to 2d...

Jeremy Putnam

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Aug 29, 2010, 11:42:07 PM8/29/10
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Before I get too ahead of myself I think I'll stick to the specs we've
got for the 0.1 release.


On Aug 29, 9:03 pm, "RB[0]" <roeb...@gmail.com> wrote:
> Yep, we can probably make the gui scalable - easily done if we use opengl,
> not so easy (but still doable) if we stick to 2d...
>
> On Sun, Aug 29, 2010 at 8:10 PM, Robert Ramsay <robert.alan.ram...@gmail.com
>
>
>
> > wrote:
> > Add resolution preferences/scaling to the google code issues, as a
> > feature request.
>
> > >> > galaxymage-redux...@googlegroups.com<galaxymage-redux-dev%2Bun subs...@googlegroups.com><galaxymage-redux-dev%2Bun

RB[0]

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Aug 30, 2010, 12:38:41 AM8/30/10
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Probably wise :)

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Jeremy Putnam

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Sep 7, 2010, 2:37:43 PM9/7/10
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Just an update, I haven't fallen off the face of the earth. Just busy
with work and wedding preparations. I should be back in force after
the 18th. I won't let the project die. =D


On Aug 29, 10:38 pm, "RB[0]" <roeb...@gmail.com> wrote:
> Probably wise :)
>
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Robert Ramsay

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Sep 7, 2010, 3:23:41 PM9/7/10
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What a weird world. I'm getting married this 18th. But I'll be gone on
a honeymoon until the 27th.

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RB[0]

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Sep 8, 2010, 12:21:09 AM9/8/10
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Wow congrats!
I'm here too, just busy, will make more of an effort after we meet again though :)

Jeremy Putnam

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Sep 8, 2010, 8:26:56 PM9/8/10
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What would be really odd is if you were also having a pirate themed
wedding, Robert. =D

Markus Martin

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Sep 11, 2010, 6:40:16 AM9/11/10
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On Wed, Sep 08, 2010 at 05:26:56PM -0700, Jeremy Putnam wrote:
> What would be really odd is if you were also having a pirate themed
> wedding, Robert. =D

That's awesome! How in the world did you get the missus-to-be to agree
to a thing like that? :)

Also, congrats guys!

-Markus

Robert Ramsay

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Sep 13, 2010, 9:48:10 AM9/13/10
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I was on IRC most of the day yesterday (the 12th). I didn't notice
anyone there, except Archwyrm who was idling, I wasn't paying much
attention so maybe someone showed up when I wasn't looking. I also
went to bed early, around 10pm eastern. Maybe we can reschedule for
tonight?

Robert
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RB[0]

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Sep 13, 2010, 12:36:43 PM9/13/10
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Dang it, some stuff came up and I couldn't make it - sorry Robert :(
If we do it at like 9:30pm my time, so like 2:30am GMT?

I get off work then. Otherwise we could do it earlier tomorrow night...

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Robert Ramsay

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Sep 13, 2010, 12:49:39 PM9/13/10
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Sounds great, see you tonight.

Jeremy Putnam

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Sep 14, 2010, 9:10:45 AM9/14/10
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I apologize, I didn't see this until now and so I'm guessing I missed
the meeting. How did it go?


On Sep 13, 10:49 am, Robert Ramsay <robert.alan.ram...@gmail.com>
wrote:
> Sounds great, see you tonight.
>

Jeremy Putnam

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Sep 14, 2010, 11:46:15 AM9/14/10
to GalaxyMage Redux Dev
Oh, and I wanted to say, it was actually the missus' idea to have the
pirate wedding. I'm definitely a very lucky man. =D

RB[0]

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Sep 14, 2010, 12:00:56 PM9/14/10
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Hehe :D
You didn't miss much, we went through some of the Pyweek comments, and decided on a course of action for the engine - most of it is in my design docs wiki page...

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