All right, let me introduce you all the Agile dev method if you don't already know what it is.
With Agile, you will not be waiting for months waiting for the developer while they are out doing "something".
The dev doesn't come back to you and say "I need 3 more weeks while I'm working on this architectural stuff in these 5 classes, then i'll get back to you to get that gun to you".
With Agile, the focus is on very small deliverables to the end user. A deliverable is something that the end user can see, play with and test.
It doesn't deliver "architecture", it delivers things like "guns", something you the user can see and touch.
Of course, architecture always must be done, but it's divided into these kind of end user pieces.
Agile work is always divided up like this, to keep delivering small pieces with can be tested and immediately put into end user use.
The two keys are "small" and "deliverable". If I spend three weeks doing some back ground work I haven't delivered anything to you.
A deliverable must be playable, visible and testable.
Because they are small, they can be planned, created and tested very easily, and then you are done and move on to the next thing.
This doesn't mean more issues, bugs etc won't come up, but you still have a working piece, and any issues found later are put to a future time line which is called a "Sprint".
The time period in which I develop these deliverables is called a "Sprint". By definition Sprints must be small.
If pieces get too large, no one can manage it properly and we have stopped pumping out product, and believe me, we want to pump out product.
So for example if would I get hit by a truck in two weeks, you at least get all the deliverables I have given to you so far, and they all have been tested and finished, and you are good to go.
I will be developing all this within the Chaos "IR" release framework that flagg has set, but will be developing these in Sprints.
To keep things fun and leisurely, no time limit will be placed on a sprint, but by definition they must be very short, so it should not take long to complete one, but actual time taken will vary according to my likes and schedule.
I also will take time off between sprints, to keep it loose and fun for all.
I will inform in this thread when I start a sprint and what will be in it, unless flagg deems otherwise for privacy purposes.
Flagg will be generally consulted beforehand for each Sprint so he can control what I post up.
This way it's easy to keep up with what I'm doing and what I'm about to release to the team. No one will ever be in the dark and never have to wait very long to get their hands on something. Cool!
I am please to announce my first Sprint has officially begun!
In this sprint I will be
-getting all the ut4 tools and etc downloaded and learning with it
-downloading ut2004 chaos and learning it
-tweaking gravity belt and grappling hook
-implementing a beta version of the Vampire relic (works, good enough for users to see and test)
-making sure we have a plain vanilla mutator (working with whatever your last coder had started) which spawns you with the hook and belt, and spawns a Vampire relic near to you when you spawn.
If you didn't have anything before (I'm new so not sure just what you have), after this sprint you will have a working game!!
Granted, limitations in ut4 may prevent me from achieving this goal at this present, but it is the goal for now, and I will let you know if this changes.
Due to the learning curve I have for ut4 (not having used at before last night), this will take me a little more time than what I plan for other Sprints, but still should be fairly simple to do.
last night I downloaded the pre alpha for ut4 and played it for first time.
It's so early on, and nothing was "next gen", lot's of borrowed meshes from UT3, no map textures, everything looked pretty bad.
It's still early for them.
The movement has been further restricted so no more double jumping and etc, none of my beloved Dodge Jumping from ut2003/ut2004, and yuck I just hate the movement.
We need some Chaos!!
However I was pleased to find that servers are already running with online games and I joined a death match and had a blast.
The game's working well enough to have a fragging blast and it was super fun.
I plan to participate in this growing community and have fun with ut4.
It's an amazing opportunity to get to know this game and participate in it's early stages.
I will be such a pro at it by time it hits Retail quality and official release!
Impressive was the whole user interface Epic has given to us with the alpha download, a little command center with access to everything ut related.
That is totally awesome and I love it.
The plain download didn't give me much so far as dev tools go, so next I will be purchasing their dev kit and take their tutorials.
I'm a professional programmer with 3 generations of ut modding experience so that won't take very long.
I will let you know when I'm done with that and then i'll learn Chaos, and then I can get right to coding!
Honestly, I will get done with things whenever I get done with them, so don't expect "he'll get that done in a few days" and etc, but I will try to keep some reasonable but flexible time frames(Agile's short Sprints make that happen) and keep this thread fresh, so and you can always check this thread to keep up with where I'm at. Technical details of the work will be in other Dev threads, but this thread will keep a high level status update so everyone knows what I am doing and about to deliver on.
Looking forward to pushing out some product. Talk to ya'all soon!