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TO HAVE A TRULY PLAYABLE ALPHA STATE #1: #263

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15 of 19 tasks
makus82 opened this issue Nov 23, 2017 · 25 comments
Open
15 of 19 tasks

TO HAVE A TRULY PLAYABLE ALPHA STATE #1: #263

makus82 opened this issue Nov 23, 2017 · 25 comments
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Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add?

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@makus82
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makus82 commented Nov 23, 2017

To have a truly playable game, we now need next:

That would give a game which has all of its core mechanics implemented. We would still have a long way to go, but this would be a point at which you could play most of the features of the Original Game in OpenApoc.

@makus82 makus82 changed the title DEVELOPMENT: To have a truly playable game, we now need next: DEVELOPMENT #1: To have a truly playable game, we now need next: Nov 23, 2017
@makus82 makus82 changed the title DEVELOPMENT #1: To have a truly playable game, we now need next: DEVELOPMENT #1: To have playable game, we now need next: Nov 23, 2017
@FilmBoy84
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Don't forget the HUGE unit behaviours task to be implemented too.
Currently most Agent and Alien actions don't encompass everything they can do in vanilla (crouching, ducking, crawling, using cover, throwing grenades, diversionary assaults, flanking, etc.)

@FilmBoy84
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Oh, and Alien Life Cycle properly needs to be implemented so those left-over eggs and chrysalis pose a real threat if not discovered before they hatch in the buildings where they are dropped or spawn.

@makus82
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makus82 commented Nov 23, 2017

agent actions can be already created but beacose of poor AI its maybe not used
i dont know....
i will sure add all you write but we need to know first

@makus82
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makus82 commented Nov 23, 2017

about eggs - its not hatch in current builds?

@FilmBoy84
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No eggs/Chrysalis don't seem to hatch after a few days in the cityscape releasing the appropriate alien. This should happen but under 0.1-86 it doesn't seem to.

@makus82
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makus82 commented Nov 24, 2017

So about agents behavior and actions i think its can be included here in battle AI
#265
And about eggs hatching we need chek it but i add it

@makus82 makus82 added WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add? Not Yet Implemented This fix or feature is not yet implemented or merged with trunk labels Oct 18, 2018
@makus82 makus82 pinned this issue Apr 29, 2019
@makus82 makus82 changed the title DEVELOPMENT #1: To have playable game, we now need next: TO HAVE A TRULY PLAYABLE ALPHA STATE #1: Apr 29, 2019
@FilmBoy84 FilmBoy84 added Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! UnitAI / Behaviour Something relating to the behaviour of Units in the game Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc labels Jun 16, 2019
@FilmBoy84 FilmBoy84 added Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Pathfinding An issue relating to pathfinding of units Verified / Replicated This issue has been verified or replicated by a developer labels Jul 28, 2019
@Atrosha
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Atrosha commented Apr 26, 2020

I thought agent training from battlescape already implemented...

@FilmBoy84
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@Atrosha Kind of, the calc doesn't seem right, agents get too much XP too quickly additionally androids levelling up REALLY slowly from battle experience (they cant from training) also doesn't appear to work as per OG

@JonnyH
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JonnyH commented May 2, 2020

Added:

  • Alien infiltration graph screen

@makus82
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makus82 commented Jul 22, 2020

ok "Agent Training from Battlescape " this works check that
but its gives too many skill points at least at superhuman
after 1 mission with 2 agents against 1-2 anthropod 4 spitters 2 hyperworm 3 brainsuckers

so here stats:
agent1 | before | after
helch | 56 | 62
accur | 36 | 40
react | 37| 39
speed| 80 | 80
stam | 33 | 41
strng | 58| 64

agent2 | before | after
helch | 48 | 54
accur | 38 | 40
react | 16| 17
speed| 80 | 88
stam | 34 | 41
strng | 63| 66

@makus82
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makus82 commented Aug 3, 2020

About this

Alien eggs/Chrysalis don't appear to hatch after some time and spawn new units (Battlescape) - they need to (even if there is rarely a mission long enough for it to coincide with the time they would otherwise spawn in cityscape)

Im really not notice, playing OG, not even once that eggs/Chrysalis hatch ... but its my expirience ...
So this mechanics dont work? we sure? i will test it ... but maybe some1 already know and we forget check it in list?

@FilmBoy84
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It is INCREDIBLY rare, it'll need someone to look at the Original Game code to get the algorithms and values

I also need someone to confirm it's not just my memory failing me as i have a very distinct memory of a UFO mission i did having one spawn a new Anthropod - but i play so much Beta release it could be a memory from those versions (which is why we need to actually check the code and see what is going on)

If, once checked, it turns out to be a pre-final-release feature, we can move to the forums at
http://openapoc.org/forums/new_features/

Because there is now a dedicated area for code changes like this that are not mods (so we don't clog up Data section)

@Istrebitel
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Istrebitel commented Sep 24, 2020

Does "Alien eggs/Chrysalis don't appear to hatch after some time and spawn new units (Battlescape) - they need to (even if there is rarely a mission long enough for it to coincide with the time they would otherwise spawn in cityscape)" really belong here?

@idshibanov
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idshibanov commented Sep 24, 2020

Does "Alien eggs/Chrysalis don't appear to hatch after some time and spawn new units (Battlescape) - they need to (even if there is rarely a mission long enough for it to coincide with the time they would otherwise spawn in cityscape)" really belong here?

I agree, this is such a minor thing that shouldn't ever affect somebody's gameplay. At least move to Beta?

@makus82
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makus82 commented Sep 24, 2020

We can left it in list but think that it shouldn't affect move to Beta...

@FilmBoy84
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I've made a specific road-map for extra or specialist enhancements and features, please see #941
That way we can keep the main three roadmaps clear

Moved the battlescape hatching feature there as Istrebitel has clarified it's not fully implemented in the OG and any instances of it happening I must have from pre-release or messing something up when editing the final release

@FilmBoy84 FilmBoy84 added the Roadmap A an issue containing features that need to be completed for a "full" gaming experience. label Feb 23, 2021
@makus82
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makus82 commented Feb 24, 2021

So 8 point what exactly PR was is that ?
i number them all

@FilmBoy84
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@makus82 it's listed as a WIP because it's in PR #998 and we're still reviewing that
Also, issues #999 and #1000 are related (though not essential to leaving alpha - they can be dealt with further down the road)
PR #998 is close to being merged though; not really encountered any issues myself so it's just a final look by other devs and then we should be OK to put it in the master :)

@makus82
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makus82 commented Feb 24, 2021

and Diplomatic rift event. #996 is part of 7. point?
so it's all be understandable for new people...

@makus82
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makus82 commented Feb 25, 2021

how about move 19 point to #264 ? to close this and after merge all new thing in solid build and then do big post at FB about massive testing of master merged build ...

@FilmBoy84
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I'm happy for it to be moved anywhere; but, i feel we are best doing it before any beta release announcement

Have also added point 20 as that definitely needs sorting before we get new users and new bug reports - there needs to be a clear way to identify the version number

I'm for the YYYY-MM-DD-Build Format that many projects have moved to as it's a lot more readable when trying to work out how old a build is given how long we are between major release revisions

But even getting a simple 0.xx.xx system in would be better than 0.0.2-(random string of letters)

@makus82
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makus82 commented Feb 25, 2021

beta be reached after points be checked in #264 right?
TO REACH A BETA STATE #2 >>> (All features implemented) <<<

@FilmBoy84
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FilmBoy84 commented Feb 25, 2021

Yeah, point taken
I'll take issues 19 and 20 off this one, migrate them to #264 just so we can close the Alpha roadmap now it's all being worked on

I'll also un-sticky the Alpha Roadmap and sticky the "post 1.0" #941 after #265 so we are making full use of the "three sticky" limit

Will close this formally as soon as #998 is merged

@FilmBoy84 FilmBoy84 unpinned this issue Feb 25, 2021
@makus82
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makus82 commented Feb 25, 2021

Btw there weekly funding screen is up n working but there is daily score screen that need to be done...
so need point for this ...

@FilmBoy84
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No probs, added the nightly review screen to #264

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Labels
Code Query Something doesn't seem right in the code. It may not be a bug, but it probably needs fixing! Enhancement This is a request for something that makes OpenApoc work better or more intuitively Feature Request This is a request for a new thing to be added to OpenApoc Help Wanted Help is required in making this fix/feature complete. If you can code or test, please take a look! Not Yet Implemented This fix or feature is not yet implemented or merged with trunk Pathfinding An issue relating to pathfinding of units Roadmap A an issue containing features that need to be completed for a "full" gaming experience. UnitAI / Behaviour Something relating to the behaviour of Units in the game Verified / Replicated This issue has been verified or replicated by a developer WIP Work In Progress. This is not a complete feature/fix. Check it out, maybe you have something to add?
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