Lugaru 2

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Maxwelldoggums
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Lugaru 2

Post by Maxwelldoggums » Thu Apr 20, 2006 8:09 pm

Hey, I saw a bunch of stuff on your blog, and I was wondering, when is Lugaru 2 supposed to come out?

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KZeni
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Post by KZeni » Thu Apr 20, 2006 10:37 pm

From what i hear, it's quite a ways off... this game is very ambitious, so there's plenty of stuff still to do. Assume 1 year or so.

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Post by hdlsa » Thu Apr 20, 2006 10:52 pm

The engine is still being develeped so don't expect the release for a long time.

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rudel_ic
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Post by rudel_ic » Thu Apr 20, 2006 11:04 pm

Wasn't it something like this autumn?

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Post by Zantalos » Fri Apr 21, 2006 3:34 am

Ya the podcast had mentioned this year, probably no earlier than Fall. David said it was about 20% done, probably because gameplay takes much more work.
I was blown away too when he said he could start working 12 hour days during Summer.
'David, you're a machine!' How are you doing this? You deserve all the commendations you are recieving, those comments that are well enthusiatic about this software are definitly aiming straight for the truth. We know you deserve this more than any other developer out there. You're working twice as hard.

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Maxwelldoggums
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Thanks

Post by Maxwelldoggums » Fri Apr 21, 2006 8:38 am

Thanks for replying, I aprerciate the answer. I can wait.

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Post by Nuky » Sat Apr 22, 2006 5:40 am

Even IF he works 12 hours a day sometimes at summer, it's unbelievable that the game will be released this quick with a brand new, awesome engine and all this stuff. :shock:

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rudel_ic
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Post by rudel_ic » Sat Apr 22, 2006 9:26 am

He's not alone. And we don't really know what gameplay features we'll see. I wouldn't be able to make a guess about the effort it takes to finish the game - I don't have a clue what it's going to be like anyway.

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Post by Nuky » Sat Apr 22, 2006 8:53 pm

think about it.
Making a game is a pretty advanced thingie.
From my point of view (I'm not a programmer), you have to code every little detail of the game, cause I don't think you can just do a "if player slay all enemy then win game" and be done with it.
It's not likt the game creates itself or whatever language they are using to make it in contains presets on whatever happens.



*sleeeeeep*

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Maxwelldoggums
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Post by Maxwelldoggums » Sun Apr 23, 2006 6:52 am

dim ii as integer

if ubound(enemyar)=0 then
if turner.dead= false then
winscreen.show
if points > highscorelevel3.points then
highscorelevel=ii
highscore=points
points=0
end if
end if
end if

aka: when all the baddies are dead, and turner isn't dead, set the new high score, and bring up the win window

Thats how we (or at least I, im not a very good programmer) do it in realbasic, but im sure its a little more complicated than that. :?

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Crill3
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Post by Crill3 » Sun Apr 23, 2006 8:35 am

But you'd have to tell it what enemies, turner, highscore, winscreen etc is
and how it works.
(and only having "programmed" some newbie test thingies in applescript
I ask: where is the elses? :P )

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Post by Nuky » Sun Apr 23, 2006 9:28 am

Looks a bit like pascal... :?

Anyhoo.
If you'd visualize / make graphical net of code functions, features, etc. you'd see damn many lines going around connecting to almost all possible features. ie. you have to connect everything to make the game work as it should, so you don't get any loose ends

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Maxwelldoggums
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Post by Maxwelldoggums » Sun Apr 23, 2006 12:00 pm

yeah, ur right

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Post by Zantalos » Sun Apr 23, 2006 3:24 pm

Ha ha ha now I'm sure a programmer as great as David wouldn't have trouble creating a "scores" menu to pop-up and save your... score.

Besides, it was in his podcast man! He said it was like this year! And c'mon when was the last time David missed a deadline? Just give him as much time as he says, we'll get something by this year Lugaru 2 or a test-thingy, I would love to have a test-thingy in my collection.

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Post by Nuky » Sun Apr 23, 2006 9:48 pm

yeah, I'd love to have the original Test Thingy,
as well as a Lugaru 2 Compatibility/TechDemo Test Thingie 8)

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