<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.0.2" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>VectorStorm Forums &#187; Tag: Progress Log - Recent Posts</title>
		<link>http://www.vectorstorm.org/forum/tags/progress-log</link>
		<description>Discussing games, one brightly glowing comment at a time</description>
		<language>en-US</language>
		<pubDate>Sun, 01 Aug 2010 04:30:54 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.0.2</generator>
		<textInput>
			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.vectorstorm.org/forum/search.php</link>
		</textInput>
		<atom:link href="http://www.vectorstorm.org/forum/rss/tags/progress-log" rel="self" type="application/rss+xml" />

		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-384</link>
			<pubDate>Sat, 17 Jan 2009 20:53:41 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">384@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Dude, could you make &#34;The Official 2.0 Progress Log&#34;?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>moncheese on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-379</link>
			<pubDate>Thu, 08 Jan 2009 00:00:19 +0000</pubDate>
			<dc:creator>moncheese</dc:creator>
			<guid isPermaLink="false">379@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Sweeeeeet :D
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-378</link>
			<pubDate>Wed, 07 Jan 2009 18:48:16 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">378@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;I'm not saying anything.  :)&#60;/p&#62;
&#60;p&#62;But I'll probably have a quick tech demo that I'll be asking folks to try out within a day or two, just to verify that the VectorStorm 3D stuff actually works for more people than just me.  Lots and lots of new tech has gone in, recently!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-377</link>
			<pubDate>Sun, 04 Jan 2009 08:46:15 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">377@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Hmm... Are you saying that the game will be finished tomorrow if we're lucking?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-376</link>
			<pubDate>Wed, 17 Dec 2008 16:17:31 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">376@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Okay, but could you plz update the progress log :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-375</link>
			<pubDate>Mon, 15 Dec 2008 23:53:46 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">375@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;One of the major reasons I skipped 1.1 and moved straight ahead to 2.0 was that with the vector approach, I couldn't fit the UI for configurable game rules into a reasonable amount of space.  Having glowy vectors for everything (especially text) meant that UI elements had to be really huge in order to be legible on the screen.  As an example, configuring abilities for your classes required you to navigate four screens deep into the UI, simply because I didn't have enough space.  So the UI is definitely going to be moving away from the glowy vector look, for practical reasons.&#60;/p&#62;
&#60;p&#62;I haven't yet picked a look for the map and the rest of the interface for the 2.0 series.. although I have a few contenders.  And a 3D vector map is still on the short list.  :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>token88 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-374</link>
			<pubDate>Mon, 15 Dec 2008 23:08:45 +0000</pubDate>
			<dc:creator>token88</dc:creator>
			<guid isPermaLink="false">374@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Sounds like a plan to me. I look forward to the new official release. &#60;/p&#62;
&#60;p&#62;Just a thought will it be possible to release a pre-graphic/textures version of 2.0.&#60;br /&#62;
I ask because i really like the simple vector graphics style, i think it adds something to the game, like you really are the games admin. Maybe in the finished 2.0 version there could be a options to switch between graphics/textures and vectors.&#60;/p&#62;
&#60;p&#62;(sorry if this comment is a bit ignorant but i know nothing about development, so please excuse me)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-373</link>
			<pubDate>Mon, 15 Dec 2008 16:11:06 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">373@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;It's a nice idea, but right now I like working solo on this stuff.  Particularly when I'm choosing to work on such challenging designs, it can be difficult to hold a design constant between multiple people.&#60;/p&#62;
&#60;p&#62;If I was to have another person help out, I'd want them to have different skills than me.  Strong character art or animation or music or something.  But I'm not really looking, yet.  Maybe I'll commission something when I'm closer to done.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MeerkatOfLulz on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-370</link>
			<pubDate>Sun, 14 Dec 2008 22:51:33 +0000</pubDate>
			<dc:creator>MeerkatOfLulz</dc:creator>
			<guid isPermaLink="false">370@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;That's quite hard when he is the only designer and developer. I doubt Muncher could help either, he doesn't seem to like game development as much as biting stuff.&#60;/p&#62;
&#60;p&#62;Specifically me.&#60;/p&#62;
&#60;p&#62;Ow...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-369</link>
			<pubDate>Fri, 12 Dec 2008 23:22:57 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">369@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Ever thought about getting someone else to help you? Then you can work one week, the next week you can relax, but then the other can work?&#60;/p&#62;
&#60;p&#62;Like this:&#60;/p&#62;
&#60;p&#62;Week 1: You work, the other guy relaxs&#60;br /&#62;
Week 2: You Relax, the other guy works&#60;br /&#62;
and so on...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>moncheese on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-367</link>
			<pubDate>Wed, 10 Dec 2008 20:59:09 +0000</pubDate>
			<dc:creator>moncheese</dc:creator>
			<guid isPermaLink="false">367@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Sweet.  Can't wait.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/8#post-366</link>
			<pubDate>Wed, 10 Dec 2008 19:35:23 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">366@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Well, a bunch of stuff to talk about, but I'm going to try to be brief.&#60;/p&#62;
&#60;p&#62;As you all know, I've been having a bunch of trouble in the development of MMORPG Tycoon's 1.1 version, mostly stemming from trying to bolt a bunch of new features onto the old v1.0 codebase.  My plan had been to get 1.1 out the door, and then move on to 2.0 (or perhaps &#34;Deluxe&#34;), where MMORPG Tycoon would get a major rewrite to support continuing development.&#60;/p&#62;
&#60;p&#62;But as it turns out, I've hit enough major issues that I really need to develop some new tech, and need to do the rewrite now rather than struggling on with the rapidly-developed codebase I used back in version 1.0.  &#60;/p&#62;
&#60;p&#62;I'm not going to talk a whole lot about development plans for 2.0, except to mention that the core changes involve making the game more palatable to a mainstream audience, and that means that there'll be (amongst other things) a major graphical overhaul, and a complete revamp of the core MMORPG simulation engine which will utterly remove subscriber caps and will dramatically improve game performance with large MMORPGs.  &#60;/p&#62;
&#60;p&#62;In days past and future, you'll probably be seeing screenshots of new engine features on the VectorStorm blog homepage, and you'll be wondering, &#34;Gosh, I wonder if he's adding that for use in MMORPG Tycoon?&#34;&#60;/p&#62;
&#60;p&#62;The answer is, and will continue to be, &#34;yes&#34;.  :)&#60;/p&#62;
&#60;p&#62;My current plan is to work on a four-week cycle;  two weeks of MMORPG Tycoon, one week of break, one week of &#34;Game in a Week&#34;, then repeat.  I'm going to stop posting day-by-day accounts of development activity.. but I'll keep occasionally posting a screenshot or a video, or asking for people's opinions when I reach a game design quandry.&#60;/p&#62;
&#60;p&#62;I see this as a positive move;  it means that it's going to be longer before the next official MMORPG Tycoon release, but it also means that when it does get here, it's going to be far more awesome, and won't need any excuses to be made for it when it's shown to people.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-362</link>
			<pubDate>Fri, 05 Dec 2008 13:28:57 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">362@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;I like that thought, Explorer, but I'm not exactly sure how I'd implement it.&#60;/p&#62;
&#60;p&#62;I can pretty easily put an option on each class page to say what type of class it is (&#34;Fighter&#34;, &#34;Tank&#34;, &#34;Healer&#34;, etc.. and perhaps &#34;Custom&#34;, which wouldn't auto-create abilities)..&#60;/p&#62;
&#60;p&#62;Then when auto-generating abilities for a Fighter, it will pick a random attribute which results in death when depleted (typically, this will be 'health' or a variant of health), and set the ability to damage that attribute on an enemy.&#60;/p&#62;
&#60;p&#62;A healer would get abilities which do the opposite;  find an attribute which results in death when depleted (again, typically this will be 'health'), and set the ability to increase that attribute on a party-member.&#60;/p&#62;
&#60;p&#62;And tanks could get either the abilities of 'Fighters' or 'Healers', but their attacks would be weaker than those of fighters, and their heals would only affect themselves.&#60;/p&#62;
&#60;p&#62;I'm going to have to think about this more, but it's an interesting idea!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Explorer on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-361</link>
			<pubDate>Fri, 05 Dec 2008 09:29:29 +0000</pubDate>
			<dc:creator>Explorer</dc:creator>
			<guid isPermaLink="false">361@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;What if for the auto generation of classes, there were some hard-coded templates that told what sort of abilities were more likely to get generated for the class? There could be templates for fighter types, cleric types, mage types, etc. so that the abilities could kind of fit the class. If the user wished, he could assign a different template to a different class to change its growth type, or just let the default settings get used if they don't want to mess around.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-360</link>
			<pubDate>Thu, 04 Dec 2008 21:29:32 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">360@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;December 4th:&#60;/p&#62;
&#60;p&#62;I actually got some coding done today, again.  Yay, me!  ;)&#60;/p&#62;
&#60;p&#62;It's not much, but I've broken ground on the class ability creation process.  The class design screens now have buttons for their various abilities, which let you customise them.&#60;/p&#62;
&#60;p&#62;The first ability is &#34;Attack&#34; by default, which is targetted on an enemy, and drops the enemy's health (or whatever its first attribute is, if you've changed it into something else).  I'm not sure how to auto-generate abilities beyond the first one, but I feel like it's important for the game to do that, to keep it accessible for those who don't want to customise their game's rules at such a low level.  &#60;/p&#62;
&#60;p&#62;Maybe it'll randomly generate an ability without considering the ability's usefulness or anything.  Not sure.  Or maybe I'll just keep assuming that the first attribute will be some form of &#34;health&#34; and a second attribute is some form of 'mana', and drain that for the auto-generated abilities beyond the first.  Not sure.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-359</link>
			<pubDate>Tue, 02 Dec 2008 23:23:40 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">359@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Good to hear that :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-358</link>
			<pubDate>Tue, 02 Dec 2008 19:24:26 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">358@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Still alive!  Just been very busy lately, between paying work and various distractions.&#60;/p&#62;
&#60;p&#62;Recent distractions include:  briefly reactivated my World of Warcraft account, for MMORPG Tycoon ideas (my character is still only level 32).  Briefly reactivated my City of Heroes account, also for MMORPG Tycoon ideas.  Played far too much Little Big Planet (which is awesome on many levels).  Midway through Fallout 3.  Midway through Loco Roco 2.  Midway through Aquaria.  Still occasionally dabbling with Dwarf Fortress.  Reading &#34;Sam and Max Hit the Road&#34; which I somehow managed to avoid actually reading before.  Learning to use Quicksilver (I'm almost to the point where I'd be upset to lose it).  Watching Iron Chef, Top Gear, and a few other similar television shows.&#60;/p&#62;
&#60;p&#62;Oh, and I merged all the VectorStorm engine changes back from MMORPG Tycoon into the library trunk, and then from there out to the Nicholas Spratt sequel (which really hasn't had any development done on it since I wrote MMORPG Tycoon 1.0, but which I still intend to return to one of these days).&#60;/p&#62;
&#60;p&#62;But virtually no work on MMORPG Tycoon in the past week;  stuff at work has just had me too tired to want to write code when I get home in the evenings.  But I'm sure I'll get back to it soon!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Kris015 on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-357</link>
			<pubDate>Tue, 02 Dec 2008 03:00:28 +0000</pubDate>
			<dc:creator>Kris015</dc:creator>
			<guid isPermaLink="false">357@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Trevor are you dead, or are you just busy making 1.1 :P
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MeerkatOfLulz on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-356</link>
			<pubDate>Thu, 27 Nov 2008 02:34:41 +0000</pubDate>
			<dc:creator>MeerkatOfLulz</dc:creator>
			<guid isPermaLink="false">356@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;Much progress is made, and many of my passwords forgotten. Next time I am definitely writing it down, honest! :3&#60;/p&#62;
&#60;p&#62;Being the &#34;ZOMG HAWRDCOAR LOZL&#34; gamer that I am, I didn't really find the Skill Tree name that confusing. As long as you put a description of it in the tutorial, people probably won't mind. Except me because I'm too strong and incredibly gorgeous to bother with tutorials.&#60;/p&#62;
&#60;p&#62;Edit:&#60;/p&#62;
&#60;p&#62;Also, what's with the shocked avatar? All shocked and all, as if it were shocked over something. Is it shocked? That would be most shocking indeed.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>trevor on "The Official 1.1 Progress Log"</title>
			<link>http://www.vectorstorm.org/forum/topic/the-official-11-progress-log/page/7#post-355</link>
			<pubDate>Wed, 26 Nov 2008 18:36:34 +0000</pubDate>
			<dc:creator>trevor</dc:creator>
			<guid isPermaLink="false">355@http://www.vectorstorm.org/forum/</guid>
			<description>&#60;p&#62;The techs will be both easy and hard to get.  &#60;/p&#62;
&#60;p&#62;The earlier you get a tech, the less it will cost you (on the theory that as your MMORPG becomes more complicated, it costs more and more to add new features to it).  And yes, advancement of your MMORPG is intentionally paralleling the advancement of players within the MMORPG (this is why I used to call the tech tree the &#34;MMORPG Skill Tree&#34;, until that became too confusing, and also why MMORPGs have statistics and levels).&#60;/p&#62;
&#60;p&#62;In addition to the above, different techs cost different amounts.  For example, the social tech &#34;Friends List&#34; isn't very expensive to develop at all, whereas the building tech &#34;Capital Towns&#34; is quite expensive (and also has a number of prerequisite technologies you have to develop first), and then requires even more cash to place into the world.&#60;/p&#62;
&#60;p&#62;And I'll be putting up development builds for people to test out from time to time, as I did with 1.1p1.  But just like the techs in the tech tree, the more complicated MMORPG Tycoon becomes, the longer it seems to take to get new features implemented.  :)
&#60;/p&#62;</description>
		</item>

	</channel>
</rss>
