Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Nov 24, 2007 9:18 pm Post subject:
UPDATE 11/24 - Progress on RotD
It's been quiet here since the last update, but in this case, it means I simply was too busy working on some 2D stuff for RotD.
The main focus while working on the next version of RotD has been graphics so far, but don't worry, I've got some features planned for next RotD that will also enhance gameplay, and hopefully set RotD apart from most - if not all - other TS mods.
I won't be able to do much the next 5-6 days due to some tests in school, but after that, you can expect progress to pace up a bit and especially some screenshots, which I promised some time ago.
Stay tuned... Last edited by Reaperrr on Thu Dec 20, 2007 6:07 pm; edited 1 time in total QUICK_EDIT
Posted: Sat Nov 24, 2007 10:32 pm Post subject:
Re: UPDATE 11/24 - Progress on RotD
Reaperrr wrote:
It's been quiet here since the last update, but in this case, it means I simply was too busy working on some 2D stuff for RotD.
The main focus while working on the next version of RotD has been graphics so far, but don't worry, I've got some features planned for next RotD that will also enhance gameplay, and hopefully set RotD apart from most - if not all - other TS mods.
I won't be able to do much the next 5-6 days due to some tests in school, but after that, you can expect progress to pace up a bit and especially some screenshots, which I promised some time ago.
Stay tuned...
Campaign? _________________ "I thought what I'd do was, I'd pretend I was one of those deaf-mutes" -J.D. Zallinger
Or Should I?" -The Laughing Man
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Nov 25, 2007 12:52 pm Post subject:
Re: UPDATE 11/24 - Progress on RotD
OccultSpectre wrote:
Campaign?
Creating maps is quite time-intensive, making singleplayer missions even more so, because they need a lot of testing.
I don't want to rule that out completely, but don't expect full 14-mission campaigns or something like that. Maybe some "best of C&C1" selection of missions.
I don't want to promise anything I can't deliver, so this one has to be considered as "maybe, but don't expect too much" for now.
Dubzac wrote:
And i thought this was dead ! O.o
new stuff? ...mmm nice what's it going to be or is that for later?.
Oh please.. do tell. ^.^
It WAS dead until roughly 2-3 months ago. But since then, I've made quite some progress. I fine-tuned several building graphics and other in-game stuff, fixed some remaining bugs, made some new 2D stuff, and will soon start to work on the new main feature (not campaign, see reply to OcSpectre above). That's also the reason why I don't want to tell yet what that new feature is, because I've only made preparations for it, but not really worked on the feature itself yet. I just wanted to get the basic RotD right before I start with adding such a feature.
Actually, if I WANTED to, I could release an improved RotD 2.7 without the new feature(s) in 1-2 weeks, I just don't see a point in any more incremental releases though.
I want to deliver all improvements, new features and so on at once, not bit by bit, because then by the time the mod is finally complete, the interest curve would already have fallen a lot, and with the exception of some hardcore fans no one would really care that much anymore. I've experienced that myself with both mods and games. Whenever a new patch came out, I was like "yay!", but after a few hours I then realized that although the gameplay/graphics/whatever had improved, it still felt somewhat worn of.
And I guess it was probably a similar experience for most of you with RotD 2.0 - 2.61.
That's why the next version of RotD needs to be a HUGE improvement over 2.61, if I want it to gain any real momentum. Some graphical fine-tuning and a few bug-fixes just won't do that trick.
My goal is to make RotD take the next step to be one of the best and especially most complete mods for a C&C game (or rather ANY game) ever. So far, I think I'm on a good way
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