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Frequency Response Test

This section is used by the admin and developers to announce news updates, sneak previews and more related to Project Ion development!
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SnelleEddie
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Posts: 225

Frequency Response Test

Post#1 » Sun Sep 07, 2014 3:11 pm

And there we have it folks, some new news from the google site's news section! :P

Hello Everyone,

We'll be increasing the frequency of news announcements while we're getting closer to a finished product. The biggest chunk of our recent activities involved finishing the re-baking of terrain light maps and implementing the new database interface. It would be nice to show some cool screenshots to show off our work, but a database interface is not all that sexy nor proof. In other words, you'll just have to take our word for it... ;)

Another big thing to mention is that we were approached by a shady figure offering a big pile of awesome weaponry to add in the coming version(s). We will share some screenshots of all the good stuff once we get to implement the first batch. Preferably with a fully functional skill system which is currently in the prototype phase. The whole items system was rewritten, just like most of the abandoned 0.5.9 code base, to make things more conveniently manageable and expandable.

Now, with all the biggest issues solved and behind us, it's merely a matter of adding content and (performance-) testing. Towns, teleporters, NPC's and mobs will be added and tested the following days. With that said, we're confident that we'll have a build ready for some (closed) testing soon, and a publicly releasable build a.s.a.p. If you have any questions (or concerns) feel free to contact us on the TestBuilt IRC Channel.

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GABI Farouk
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Age: 46

Re: Frequency Response Test

Post#2 » Sun Sep 07, 2014 5:33 pm

Nice.... Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image

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stardark
Posts: 64

Re: Frequency Response Test

Post#3 » Sun Sep 07, 2014 10:32 pm

Image

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AkiraOsu
Posts: 11

Re: Frequency Response Test

Post#4 » Mon Sep 08, 2014 9:59 am

It's happening!

Seriously though, very nice. As soon as the (closed) testing begins, let me know. I can't wait to play this game again.

:o

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Tesla Coil
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Re: Frequency Response Test

Post#5 » Wed Sep 17, 2014 7:13 pm

SnelleEddie wrote:And there we have it folks, some new news from the google site's news section! :P
We want more! Image

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Tesla Coil
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Ai ai AI

Post#6 » Thu Sep 25, 2014 12:13 pm

Ai ai AI

posted Sep 17, 2014, 1:15 PM by Snelle Eddie @ the official website

Hello Everyone,

As promised in the previous news update we've got a fresh newsflash about the progress on VU0.6. No worries though, it's not as bad as the title might make it seem... ;)

We did discover a painful bug with the network update messages during the first tests with creature AI. Obviously this had to be fixed first. The creature AI has been successfully tested by now and works with the majority of creatures. Defenders required some more tweaking for flying nice and Drones are still approaching their target kind of sideways (Under Investigation).

In the meanwhile the skill system prototype was also completely tested and prepared for integration. Initially we started with 4 weapon skills (Melee, Short Range, Medium Range, Long Range) and 3 mining skills (Prospecting, Detection, Extraction). A couple of player attributes were also added just because we could (Strength, Intelligence). Adding more skills is a breeze as the whole system was built with easy expansion in mind. So... suggestions are welcome

All in all, Almost 2 down, Towns, items and loots still to go...

To be continued...

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Tesla Coil
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Re: Frequency Response Test

Post#7 » Thu Sep 25, 2014 12:17 pm

Admin wrote:Ai ai AI

All in all, Almost 2 down, Towns, items and loots still to go...

To be continued...
Screens or it didn't happen :P
Video will do also ;)
Image

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mrmeowsmeows
Posts: 15

Re: Frequency Response Test

Post#8 » Fri Sep 26, 2014 3:02 am

WHOOO HOOOOOO! MEOW CANT WAIT! im so excited, you guys are moving pretty quickly now that all the tough stuff is behind you :D i can not wait to play some more when the patch is released! keep up the amazing work

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Tesla Coil
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Re: Frequency Response Test

Post#9 » Sat Sep 27, 2014 1:23 pm

B(.)(.)bps!

Came across this new release from TestBuilt just ago.
More coming on short terms, stay tuned!


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ahh the egg
Posts: 69

Re: Frequency Response Test

Post#10 » Sat Sep 27, 2014 3:11 pm

PI_installer_v060.zip or it didnt haaaaaaappeeeeeeeennn!!!!!!11 Image Image Image Image Image Image Image Image

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mrmeowsmeows
Posts: 15

Re: Frequency Response Test

Post#11 » Sat Sep 27, 2014 6:11 pm

its going to be fun!

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Tesla Coil
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PI_installer_v060.zip or it didnt haaaaaaappeeeeeeeennn

Post#12 » Sat Sep 27, 2014 6:14 pm

ahhtheegg wrote:PI_installer_v060.zip or it didnt haaaaaaappeeeeeeeennn!!!!!!11  Image Image Image Image Image Image Image Image
Somewhat agree, out of eagerness to play ourself that is!
But at least we have some proof now on video.

And as promised the second video, freshly released by TestBuilt.
Enjoy and don't forget to like the video's and to subscribe on the TestBuilt channel on youtube!


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AkiraOsu
Posts: 11

Re: Frequency Response Test

Post#13 » Sun Sep 28, 2014 4:57 pm

Awesome! Can't wait to play Image

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mrmeowsmeows
Posts: 15

Re: Frequency Response Test

Post#14 » Mon Sep 29, 2014 7:11 am

another great demonstration :D the only thing i could add, is placing an indicator on the radar for mining claims, just a colored dot like the enemies and other players, doesnt matter the color. other than that, very cool, can not wait to play and gain those stats and collect loot for crafting.

Yodattitude
Posts: 6
Age: 42

Waaaaaahhhhhh!!!

Post#15 » Thu Oct 23, 2014 9:22 am

:o
I, dear sirs, am really impressed...
Improved terrain/vegetation, lightning, skills system, armors(look a little like Planet Arkadia/EU armors), avatar look...
Going in the right direction for sure!
You deserve a toast :drunk :D

Very nice work, the wait is defenitely worth it!


Defenitely waiting for the release 8-)

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