I know it has been a while for a release so I wanted to keep you all in the loop.
I've been kind of jacked up at the day job lately trying to get ready for a release this Monday. And now we are in "death march" mode trying to get the last bits ready so I won't be able to work on Mythruna this weekend and haven't been able to touch the code in more than a week already.
Hopefully I can use the extra hours I spend on the day job this weekend to offset some "me time" later in the week and get back to fun-work.
Some have asked me when the next release will be and what will be in it.
I need to get one out soon because it has been too long but for the length of time, it will be kind of a lame release.
There have been a few bug fixes and performance fixes. The player avatar now has hair and the head no longer stretches like an alien when you look up or down.
Also, the code has been reorganized so that I can provide separate client and server downloads... which means the server is easier to run.
And, I finally updated the starter spawn town to not have blocky trees, added a building, and upgraded some of the existing stuff a little.
In the past two months, I've mostly been working on physics and the combat prototype. I was really hoping to have a first version of that on the one year anniversary of Mythruna's first release but I don't think I will be ready. Physics is not ready to go into the main game, partially because of stability (though I could deal with that) and partially because the networking has not been optimized.
It's easy for me to develop physics locally because I run client and server on the same machine. I prefer to get the physics working and then fix the networking... so even when physics is "good enough" there will be at least one more week of work just to get it ready for release.
For the upcoming release, I still plan to try to get the following in (in addition to what has already been listed):
-simple GUI for the stand-alone server
-more unified scripting environment between single player and multi-player, and the beginnings of the plug-in framework.
-the ability for a server to specify its own world seed other than 0. (I don't have time for the designed user interface for single player seed selection and I don't want just a lame edit field.)
I have a list of half-a-dozen other things I'm going to try to get into it, also but I'm keeping those to myself because then only I will be extra disappointed.
When...
The very first Mythruna release was on February 14, 2011. That's what I'm targeting for the next release, also.