TheIronKnuckle wrote:Can't believe I'm nagging for updates in the weedrow thread, but how's it coming along? The last installment was characterized by the public thread so it was obvious when work was being done and transparent when it wasn't.
Well last time there wasn't a private forum. I guess it is no secret though that development seems to have stalled a bit. I think some explanation might be in order.
Last summer I contacted Frieza because I was interested in Weedrow 2. He had some ideas regarding technical features that would make Weedrow 2
totally the best ever. Those are my words though, not his. Anyway, I implemented them in code. In time that code base grew pretty big, so I felt the need to separate it into two smaller packages (one generic package and one package specific to weedrow2). The generic package came to be called
firetrucks and if I must say, it kicks ass in its own right. While the generic package is a separate entity, its release would happen along side the main pack to ensure that firetruck's first time would be with Weedrow.
At first everything was great. The mappers mapped. The coder coded. Frieza kicked off the map with a stunning quality piece which, although difficult for some to follow, set the standards for Weedrow develop and the role of firetrucks in Weedrow 2. Map 1 is nearly complete as of writing and I can assure everyone that it really is amazing. The level of interactivity in the levels certainly goes far beyond any Unreal/Oldskool pack I've seen. A fully finished map 1 might sport a play time close to the entire Weedrow 1. The only let down is the crappy segment our awful coder made. A full rebuild takes aaaagessss to complete. A lot of effort went into keeping the story coherent this time and also ensuring that it is 2spooky4u. The new code allows the team to really flex their writing skills in ways they couldn't before.
Why is [the package split] important? Maps need to be converted from the old packages to the new. It shouldn't have been a hold up really, since it was to be done for map 1 while map 2 was in development. Plans often go astray though. Classes started up for me reducing the amount of time I had to work and around the same time Frieza ended up flying to the moon. Map 2 got off to a bad start with the old, outdated packages. After that, the horrible holiday season was upon us. Map 1 is fully converted and in a near finished state (needs bugfixes and touch ups). Map 2 is partially converted.
The whole process is a little frustrating for me. It is mundane and time consuming. I uploaded detailed instructions on how to fix the .t3d files (find/replace is all you really need), but somehow everyone else is as busy as I am.
What of the mappers? Someone called for map development to be halted while Frieza was away and we lost momentum. With the holidays people had zero time (or willpower) to get anything sorted.
tl;dr progress summary- firetrucks code base: There is one last feature set I want to implement, then bug fixes, then done
- Weedrow 2: idk. I'll try to get hold of Frieza.
[spoiler]Quote from another thread:
radios wrote:if you look at the top of the page, by jet, Turboman and Frieza got bored of firestorm, and moved on to Weedrow V2, possibly because firestorm only has 2 people working on it, and Weedrow V2 has many more, so it's easier to finish it. this is the conclusion i have from all the posts made here about it.
I actually laughed when I read this.[/spoiler]
This does NOT mean that Weedrow is dead!