Well, it seems we have hit rather a snag in development these past two weeks or so.
Real life seems to have caught up with
@Levis, so he hasn't been around since early this week.
Unfortunately there are some serious and not-so-serious issues that need to be addressed with his work.
He might be able to deal with those things quite quickly when he finds the time, but as long as he isn't here, that won't be happening.
And as much as I would want to, it is much more time-consuming for me to try and figure those things out than it should be for him.
As it stands, the tremendous added complexity in the Beta 4 base seems to have caused quite a few issues that have a rather huge impact on the game:
Fixed - Missing Ships and Crashes on Encounter Reload from Worldmap to Sea | PiratesAhoy!
Confirmed Bug - Armour Stops Showing on Player Model | PiratesAhoy!
Unconfirmed Bug - Non-Violent/Unarmed Characters | PiratesAhoy!
Unconfirmed Bug - Cannot Save Game | PiratesAhoy!
Fix in Progress - Errors with Blunderbuss | PiratesAhoy!
It isn't quite clear which of these are consistent and real issues, but the ones that are don't seem to be fixable in a hurry.
In the meantime, there are several close-to-but-not-quite-finished features that do definitely need further work:
Awaiting Info - Ingame Explanation of Nation Relations | PiratesAhoy! by me
Confirmed Bug - Sidequests for Additional Storylines | PiratesAhoy! by me
Needs Testing - Leveling: Sudden Huge Amounts of XP Gained | PiratesAhoy! by
@Levis (this one has huge impact throughout the code and the gameplay itself)
Needs Testing - Skill System Rewrite to Improve Game Performance | PiratesAhoy! by me
Needs Testing - Realistic Game Mode: Take into account Ship Party Skills to check Fleet Command | PiratesAhoy! by me
WIP - Enhanced Smuggling | PiratesAhoy! by
@Levis (could probably be finished by me... later)
WIP - Different Shipyard Sale Prices for Naval Officers/Privateers | PiratesAhoy! by
@Levis, to be finished by me
Then there are the brand new features that we just haven't yet had enough feedback on, such as:
Included in Build - Change in Nation Relations from Player Actions | PiratesAhoy!
Included in Build - Distinguish between different playstyles | PiratesAhoy!
This is in addition to a LOT of changes done over the past half year that I do believe are quite stable and ready to play.
No point in listing those right now though, so I'll skip that.
However, all of this functionality in different states of readiness is currently all thrown together, making for a game that bursts with potential but isn't quite fully playable.
As long as there is only one person to tackle the above (me), it really is too much to try and sort out every issue there is with all of the above plus whatever extra stuff always tends to crop up.
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That's the situation. Now I have exactly two days of weekend now to try and bring things back in the right direction.
We have a couple of ways to deal with this, all of which involve kicking out certain functionality and focusing on including and fixing only a few parts at a time.
Depending on how we go about it, this could become a very slow and long-winded process that requires a LOT of testing along the way.
Here are the game versions I am considering returning to:
Beta 4 Base (21 Aug 2015): I think this didn't have any of the current bad issues in it, though did have the Levelling System which even now may not be entirely ready yet
Final Beta 3.5 version (25 Jul 2015): Did not actually have the majority of the Levelling System in it
Beta 3.4 public release version plus internal ZIP fix (20 Jan 2015): Did have an early "Improved Smuggling" and "Locked Abilities" as well as "Fetch Quests"
Beta 3.3 internal WIP version (9 Nov 2014): This is basically the last version that
@Hylie Pistof considered playable. It is Beta 3.2 MINUS most of
@Levis' work:
Code:
. Locked Abilities switched OFF
. Character Encounter Code returned to Beta 3 state
. WorldMap Encounter Code returned to Beta 3 state
. Dynamic Economy returned to Beta 3 state
The further back we go, the more structured and reliable we can make the resulting game with plenty testing inbetween.
However, it also nastily complicated to compare a year old code with that of today and it also becomes extremely time-consuming to test each step properly along the way.
We also want to make a public release pretty much as soon as possible so more people can help in providing feedback on the new functionality.
But we can't throw a release out there that will just frustrate the general public either. So what to do?
I'm hoping you guys can provide some sensible words on this so that I can figure out what to do over the next two days.
To start out, what do you remember of the various versions above? And what are the main issues with each?
Which one did you consider to be the most "publicly playable" without any serious concerns to gameplay?
Please help thinking along with me here as I would really welcome some other people's views on this as well.