On Sat, 2010-07-10 at 13:30 +0200, david blanchard wrote:
> I'm -finally...- starting to look at the current status of the game, and
> I've got a few question in order to catch up. 
> Sorry if some answers are already dispatched in some mails, I couldn't find
> it, but there are so many of them.... :-)

: )

> -     How were chosen the elements of uservoice that are going to be
> implemented in alpha 1.1 ? I can't find the discussion on that. Is it based
> on a balance between votes and amount of work ? 

Exactly - and also from what I saw during the playtests.

> Anyway, on the content part
> (choice of features), it seems reasonable to start with that. These elements
> seem to me as must have, and we can have them done while discussing the
> major next steps (AI, positioning and co)

Yes - I had another look at the list, it seems some of the items are
likely to change based on the latest discussions, but implementing them
still gets us closer to something playable.

It will be good to have at least this set of changes in place if we are
going to discuss with existing communities too.

> -     Vlad :
> o     I tried the leaderboard but it's not working, Vlad is it a known
> fact ?

Yes- currently it's based on my quick&dirty implementation, the code
hasn't been maintained in the meantime, it's broken. alpha1.1 should fix
that.

> o     What is the current status of dev - do we have an ETA for alpha 1.0
> ?

We've set a few deadlines, but technical difficulties (especially with
the graphic implementation, which proved to be more difficult than
expected) pushed them back. I hope we can improve things a bit here with
the IRC updates discussed in another thread.

In the meantime, you can see the current status of pending&fixed bugs
here:
https://launchpad.net/hackit/+milestone/alpha1.0

> o     I'm going to test the current version, are there specific areas of
> testing you would like me to focus on ? 

There has been a few issues related to the need to refresh the page
sometimes to get the correct information displayed (sometimes it doesn't
seem to update correctly), or to get the buttons/menus to work at all
(sometimes you have to refresh the page, otherwise nothing works). It's
hard to see how we can reproduce the issues exactly - if you get extra
details on this, it will be useful.

> -     I had a quick look at your AI idea Xav and I like it. I like it
> because I see it as a way to create a strong feature that is easy to
> communicate on and that can provide most of the stuff we might want to
> implement : I'd rather not multiply the concepts but rather have the AI
> provide the players most of the things we are going to add (such as
> background for the game, ability to defend/attack (it could replace the
> inventory concept actually), tasks for the AIs that require time to be done
> (such as scanning the web to find the web of another player), etc.). 

Glad you like it! : ) And I agree, it provides a good platform to push a
lot of the features we talked about in a casual/intuitive way.

> Even though we can do something close to breeding these AI, I don't see this
> as compelling for a female target who plays Farmville because the choice of
> our universe is really strongly oriented, and I think it's ok to aim
> primarily at a male audience you discussed in your thread and see what
> happens, but that's just my first feeling.

Ah, yes - I don't think we are targeting exactly the same audience as
Farmville, which is much more casual. But at the same time, I don't
think we should abandon the feminine public here. Just ask around you
how many women saw and liked I Robot, for example; I'd bet quite a few
of them did.

Xavier.

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