Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
How much time til' its available?
Read description.
Ambrosia releases things when they're done. They always have and they always will. That phrase, "when it's done", is code for "We don't announce release dates in advance." Doing so causes really bad PR when the date inevitably slips. This is especially important for smaller developers like Ambrosia, especially when the lead developer on the project is not working on it full-time. (I don't know that, but it's a reasonable guess.)
Would you rather have it now and buggy, or later and free of serious issues?
It shouldn't be very long now, the holdup is that we the beta testers keep finding bugs!
lol
A few days ago I foolishly said "SoonΒ", meaning in this context "Soon Provided We Don't Find Bugs In ItΒ". Well, we did. Sorry.
@zacha-pedro, on Feb 7 2007, 09:36 PM, said in Time for 1.0.1 Update:
And ambrosia is quite right not to give release dates. That said, for the interested parties, a twiki page or test-run page with number of known issues is good. Especially if updated with nightly/weekly builds etc. (I have no idea how frequently the code is worked on...)
That said (and just wondering) - is Lars (et al?) interested in some help with coding? SFA is a great game and I would love to lend a hand (part time, of course, I have a full time job coding already ) to cleaning things up, making it modular and expandable and generally speeding up the development process... Obviously I'm not looking for pay or credits or anything like that.
If he's worried about the main game, perhaps (as I think I mentioned before) the editor could be opened up to a few select developers if not open-sourced!
Presumably the code is under source control of some sort?
I don't think adding another coder would help, especially at that point (ever heard of how one programmer is better than two?). Heck, if it was that simple, I'd have volunteered! In fact, quite a few bugs were introduced by Matt Slot as side-effects of changes he did for the Internet 2P portion.
@zacha-pedro, on Feb 7 2007, 10:47 PM, said in Time for 1.0.1 Update:
err, I didn't mean for the 1.0.1 release (or even the subsequent one) - it would take at least a couple of weeks to a month to get fully up to speed on the code-base when working part time! (either that or its so small that it ought to be re-written from scratch )
I actually meant for future features. With a proper source control system you can easily have multiple developers working in isolation on different parts of the code. Except for the tiniest of projects, a small group of programmers working as a team are far better than just one trying to jump every which way for bug fixes and a million feature requests.
but that's all by-the-by. It wasn't an offer I was seriously expecting to be taken up.
I believe the SketchFighter code is somewhat less than modular. As in, one giant GameApplication class that handles most things.
That hinders collaboration a bit
This post has been edited by prophile : 10 February 2007 - 05:02 PM
@prophile, on Feb 10 2007, 09:58 PM, said in Time for 1.0.1 Update:
heh - I do get the impression it isn't the most well planned code-base ever
However, it can't be as bad as one particular code base I have had the misfortune to work on in the past. Trying to debug code where 'return' at the end of your function doesn't work.... and a while later (inside many levels of nested header file) we finally find
#define return goto end
but that certainly wasn't the worst of it.
This post has been edited by Crono : 11 February 2007 - 07:36 AM