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Monthly Review - April 2005


Wijitmaker
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Due to the fact that there was not one clear standout for a member of the month award, there isn't one for this month. However, several staff members did some key things this month: Mark (resource gathering and unit training); Philip (colors and player color tester); Jan (lockless data structures); Bobby (second draft of the Greek Building models). They do deserve some recognition.

Accomplishments for the month of April:

  • Hired a new historian - Cory McConnaughy aka Titus_Ultor
  • Several new history articles
  • Civilization profile changes made for simplicity, historical accuracy, and unit recognition
  • First draft of Celtic citizen soldier units completed
  • Implemented resource gathering (wood from trees, fruit from berry bushes, etc)
  • Placeholder switching cursors
  • Created variant actors for rocks and trees
  • Implemented training and spawning of units (spending resources, production queues, progress)
  • Rewrote GUI tab lists and command button code to support unit training
  • Completed list control (listbox), the first draft of the dropdown (combobox) control, and made it possible to interact with the above controls via JavaScript.
  • More progress on multiplayer connection UI
  • Ported TDD docs to a Wiki format ... extrapolated GUI requirements from design
  • Advertised/investigated scripters and a graphics programmer
  • GUI update loop switched to entity selection events (watchAll) over continual ticks, for improved performance
  • Initial implimentation of defining events during animations
  • Created a more flexible type classes structure
  • Function-spawning timers
  • Iteration over properties of XML objects (eg for .. in loops)
  • Moved entity scripts out of inline XML
  • Designed ranged attack approach
  • Implemented colour randomising (different horse skin tints, human hair color, etc)
  • Wrote a player colour testing preview tool
  • entity hierarchal flow visualisation tool created
  • Expanded the Actor Editor tool
  • Utilized random variants of actor properties
  • Resurrected automated builds
  • Completed lockless data structures and memory allocation code
  • Started on JS file access interface
  • Implemented improved JS ordering interface (giving network synchronised orders to entities)
  • Designed user profile/config
  • Discussed source licensing issues and how it relates to the staff
  • Designed Fog of War / Shroud of Darkness implementation

I would also like to announce that one of the goals for the month of May is provide a screenshot of a larger scale battle screenshot than you have seen before. Your job is to hold us accountable to that goal.

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