Hi all.
Now, that Build 13 is finished, I think that is the right moment to start speak about Build 14
So, I want to share with all of you a proposal about the process to reach this new goal:
<u>Two facts:</u>
<i>A risk to avoid:</i> End having just a bunch of disparate mods --> so we need a coherent approach
<i>A quick-win situation:</i> Lots of mods prepared for Post Build 13 pack, that can be used
<u>Definitions:</u>
<b>Basic-mods:</b> Those that change some core-behavior of game, as those related to sailing mode, fighting, relationships, etc...
<b>Collateral-mods</b>: those not related to core-functions, as could be new adventures or stories, new dialogs, new NPCs with its related code....
<b>Content:</b> Mostly graphics, textures, sounds, sails, ships, skins,... i.e things that doesn't change the code.
<b>"skeletal" Build14</b>: a functional version of the expected future Build14, containing only the core mods.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 1:</b><!--sizec--></span><!--/sizec-->
- Cleaning code
<i>The actual code is heavy plagued of comments and commented pieces of code inherited from previous stages of PoTC builds.
In my experience, those pieces of commented code, when coding other mods, become prone to confuse the code, or even create bugs when inadvertently "mixing" them with the code.</i>
- Test possibilities
<i>We should test basic things to change, developing small "proofs of concept" just to check if our dreams and desires are more or less realistic, that is, they are codeable.
As an example, in theory is possible to code balls bouncing over the surface... but we had to try to code to see if it's true.
Some things to test: changing ships textures with an interface, changing AI behaviour, see if it's possible to increase dinamically the amount of ship underwater (to model a hull breach)....</i>
- Brainstorming objectives
<i>Here, we should determine the big trends of our future Build 14... what big changes to do, trying to envision a coherent Build, and not just a bunch of mods...
... lets say, a coherents addendums to the main storyline, coherent new adventures and quests, coherent behaviour and characteristics of ships, a coherent ship damage model, etc...</i>
- collecting basic-mods
<i>Delve in the mods already done, but not included in Build 13, to choose those to include in Build 14</i>
<b>End phase:</b> an agreement of the main targets of Build 14, knowing that they are very likely feasible
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 2</b>:
<!--sizec--></span><!--/sizec-->
- Construct the big mods, those that will made the "skeleton" of Build 14
<i>No more basic or collateral mods or content included now. They will be included, eventually, in next phases.</i>
<b>End phase:</b> an Alpha version of the skeletal Build 14
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 3:</b>
<!--sizec--></span><!--/sizec-->
<i>Accepting phase for additional content, collateral and basic mods</i>
- Alpha testing of "skeletal" Build 14
- Construct basic-mods and collateral-mods to complete "skeletal" Build 14
<b>End phase result: </b>an stable Alpha version of skeletal Build 14
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 4:</b>
<!--sizec--></span><!--/sizec-->
<i>No more basic mods accepted
Strong process to accept collateral mods
Additional content allowed
</i>
- Develop a Beta-Build 14, containing 90% of the definitive Build
<b>End Phase Result:</b> a Beta-Build 14 . 90% of expected definitive version.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 5:</b>
<!--sizec--></span><!--/sizec-->
Beta testing and Definitive version released
<b>End phase resul</b>t: A BIG PARTY!!!! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
Now, that Build 13 is finished, I think that is the right moment to start speak about Build 14
So, I want to share with all of you a proposal about the process to reach this new goal:
<u>Two facts:</u>
<i>A risk to avoid:</i> End having just a bunch of disparate mods --> so we need a coherent approach
<i>A quick-win situation:</i> Lots of mods prepared for Post Build 13 pack, that can be used
<u>Definitions:</u>
<b>Basic-mods:</b> Those that change some core-behavior of game, as those related to sailing mode, fighting, relationships, etc...
<b>Collateral-mods</b>: those not related to core-functions, as could be new adventures or stories, new dialogs, new NPCs with its related code....
<b>Content:</b> Mostly graphics, textures, sounds, sails, ships, skins,... i.e things that doesn't change the code.
<b>"skeletal" Build14</b>: a functional version of the expected future Build14, containing only the core mods.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 1:</b><!--sizec--></span><!--/sizec-->
- Cleaning code
<i>The actual code is heavy plagued of comments and commented pieces of code inherited from previous stages of PoTC builds.
In my experience, those pieces of commented code, when coding other mods, become prone to confuse the code, or even create bugs when inadvertently "mixing" them with the code.</i>
- Test possibilities
<i>We should test basic things to change, developing small "proofs of concept" just to check if our dreams and desires are more or less realistic, that is, they are codeable.
As an example, in theory is possible to code balls bouncing over the surface... but we had to try to code to see if it's true.
Some things to test: changing ships textures with an interface, changing AI behaviour, see if it's possible to increase dinamically the amount of ship underwater (to model a hull breach)....</i>
- Brainstorming objectives
<i>Here, we should determine the big trends of our future Build 14... what big changes to do, trying to envision a coherent Build, and not just a bunch of mods...
... lets say, a coherents addendums to the main storyline, coherent new adventures and quests, coherent behaviour and characteristics of ships, a coherent ship damage model, etc...</i>
- collecting basic-mods
<i>Delve in the mods already done, but not included in Build 13, to choose those to include in Build 14</i>
<b>End phase:</b> an agreement of the main targets of Build 14, knowing that they are very likely feasible
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 2</b>:
<!--sizec--></span><!--/sizec-->
- Construct the big mods, those that will made the "skeleton" of Build 14
<i>No more basic or collateral mods or content included now. They will be included, eventually, in next phases.</i>
<b>End phase:</b> an Alpha version of the skeletal Build 14
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 3:</b>
<!--sizec--></span><!--/sizec-->
<i>Accepting phase for additional content, collateral and basic mods</i>
- Alpha testing of "skeletal" Build 14
- Construct basic-mods and collateral-mods to complete "skeletal" Build 14
<b>End phase result: </b>an stable Alpha version of skeletal Build 14
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 4:</b>
<!--sizec--></span><!--/sizec-->
<i>No more basic mods accepted
Strong process to accept collateral mods
Additional content allowed
</i>
- Develop a Beta-Build 14, containing 90% of the definitive Build
<b>End Phase Result:</b> a Beta-Build 14 . 90% of expected definitive version.
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Phase 5:</b>
<!--sizec--></span><!--/sizec-->
Beta testing and Definitive version released
<b>End phase resul</b>t: A BIG PARTY!!!! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />