Mythruna

Development => Features => Topic started by: pspeed on January 07, 2012, 10:25:14 AM



Title: High Level Roadmap
Post by: pspeed on January 07, 2012, 10:25:14 AM
I throw around statements like "game is only 15% done" sometimes without explanation.  Since the game has been sitting at 15% done for some time now, I thought I could at least enumerate the high-level systems/parts as I see them.

These are in no particular order, though I will maybe try to group them by relevance.  I'm also working from a few different sources of my notes so something may slip through the cracks and I will come back and add it later.  I will provide more detail on the physics integration because I've been working on that for months now and have a pretty good idea of what major steps are left to do.

-Physics (a broad category under which is..)
    -rigid body "integration" (motion) [done, not in game]
    -collision detection (player->world) [done, in game]
    -collision detection (player->objects) [done, in game]
    -collision resolution (player->world, static objects) [done, in game]
    -collision detection (objects->world) [in prototype phase]
    -collision detection (objects->objects)
    -collision resolution (objects)
    -collision resolution (player->objects)
    -simulation stability
    -physics networking (more efficient than what has been prototyped)
    -joints (hinges, hooks, glue)
    -links (ropes, springs)
    -pulleys
    -flowing water (water falls, etc.)
    -local effects (non-networked client-side physics for explosions, cloth, etc.)
    -flying/floating
    [Automatically included in the above are full-scale objects like boats because the engine doesn't care about size.]
-AI for creatures and NPCs
-NPC conversation system
-creaturee/NPC/player animation
-player race/model/stats selection
-create some creatures and NPCs
-item crafting
-containers
-clothes/armor crafting
-combat
-magic system
-food/drink -> hunger/thirst/fatigue
-mining
-pipes (for water or steam)
-seasons
-weather/wind
-documented modding API
-Mythruna.com store integration
-music (thematic and context sensitive)
-sound effects
-player history tracking
-mountains, deserts, tundras (including temperate-specific flora and fauna)
-random town, city, road/path generation (including support for controlling from a mods)
-random dungeon generation (including support for controlling from a mods)


As said, those are in no particular order.  My current plan is to get the physics system to the next working state which would include objects that behave physically... and hopefully object->object collisions if I can get them stable.

The next thing I will work on is the combat system prototype to nail down some ideas that I have about combat.  If I come to some conclusions then we'll at least see some PvP combat in the game just for fun and testing (no hitpoints yet).

The next major thing to go in will be AI.  AI and Physics are constant CPU drains more than any other feature.  I'm trying to tackle those types of things first because then I can get an idea of what the minimum system requirements will be for the final game.  There are any number of performance improvements I can make after that but it will give us all a pretty conservative guess at how the final game will run.

Along those lines, animation will be the next thing.  Properly done, this will tap into physics and potentially be a small CPU drain on both single player and multiplayer.  I don't know yet for sure.  And it will be easier to test once AI is in place because I won't have to log in twice just to test. :)

There are lots of things crammed in the cracks and crevices of that list.  My to-do list and whiteboard are filled with items that don't directly appear on that list at all.

...but the list is the basic idea.


Title: Re: High Level Roadmap
Post by: ayoriceball on January 07, 2012, 02:44:54 PM
Mhmm... if you use "templates", perhaps you could get some assistance in some of the more... menial tasks.

-NPC conversation system
-create/NPC/player animation

I imagine this would be something like Civ3 for some reason. And it's good that you have a list here, for others to view.
Now that I know what's going to be in the game, I can plan my changes accordingly!


Title: Re: High Level Roadmap
Post by: pspeed on January 07, 2012, 02:55:04 PM
Mhmm... if you use "templates", perhaps you could get some assistance in some of the more... menial tasks.

When there are more menial tasks to be done there will be an easier way to do them. :)

-NPC conversation system
-creature/NPC/player animation

I imagine this would be something like Civ3 for some reason. And it's good that you have a list here, for others to view.
Now that I know what's going to be in the game, I can plan my changes accordingly!

Are you referring to the conversation system or the animation?

The conversation system is kind of complicated.  In order to have NPCs act semi-intelligently in a randomly generated world, knowledge of the world and its inhabitants needs to be encoded in such a way that the NPCs can access it.  So if you enter a town, most of the town citizens will probably know about some encampment half a km away but only a few might know about the wizard's tower 2 km away in the mountains.


Title: Re: High Level Roadmap
Post by: ayoriceball on January 07, 2012, 03:00:58 PM
I imagine this would be something like Civ3 for some reason. And it's good that you have a list here, for others to view.
Now that I know what's going to be in the game, I can plan my changes accordingly!

Are you referring to the conversation system or the animation?

Both, actually. Except instead of a window popping up to show you the NPC, the conversation options will show. Kinda like Skyrim. But you could see their facial expressions like in Civ.


Title: Re: High Level Roadmap
Post by: pspeed on January 07, 2012, 03:20:19 PM
Both, actually. Except instead of a window popping up to show you the NPC, the conversation options will show. Kinda like Skyrim. But you could see their facial expressions like in Civ.

As the UI is designed, (and it's a super-loose design) when in conversation mode you will have a series of keywords you can click on at the bottom.  These keywords will be filtered for you based on a few factors.

NPC text will appear like chat bubbles on the screen (not like the current chat, more like text messaging)... scrolling up as the conversation goes on.  Other than that, it will be a normal view.  If more than one NPC is chatting with you then the chat bubbles will be in multiple columns but still vertically sorted by time.  Your ability to initiate a conversation in the first place will be based on proximity and where you are looking... so you will have that character in view while chatting with them.

And when the rest of "game mode" is done, I could find that all too ugly and redo it. :)  But I'm trying to keep the interface and controls to a minimum.


Title: Re: High Level Roadmap
Post by: Trecool on January 07, 2012, 05:28:02 PM
 :o

Mythruna will be really SU-PER !
Seriously, If Mythruna contains all these things. It will be interesting for many players.
I'm so excited to test the final version.
Good Adventure !


Title: Re: High Level Roadmap
Post by: BigredRm on July 17, 2012, 09:49:36 PM
Here here for more  [done, in game]s


Title: Re: High Level Roadmap
Post by: BenKenobiWan on July 17, 2012, 10:45:43 PM
Here here for more  [done, in game]s
If you mean "give us an update, please!", then I second that!


Title: Re: High Level Roadmap
Post by: ahmadsal on July 18, 2012, 11:10:06 AM
When I look at the list, half the stuff are done, or are very simple to integrate. The problem is that the few left are the hardest. Take your time with it so it can be perfect. Great job so far.

Also, are you going to make your own music? That would be pretty interesting what you come up with.


Title: Re: High Level Roadmap
Post by: pspeed on July 18, 2012, 11:21:44 AM
When I look at the list, half the stuff are done, or are very simple to integrate. The problem is that the few left are the hardest. Take your time with it so it can be perfect. Great job so far.

Also, are you going to make your own music? That would be pretty interesting what you come up with.

I have been so far making my own music.  The idea is to have some set of pieces with common themes to set the tone for the whole game and then incorporate music from other musicians (one or two of which I already have on tap)... who can create new "themes" or continue those core themes.

The music produced so far is still pretty rough (you can hear it in the youtube videos) and only one of the songs has been through the guy who will be doing the final mixing/producing for me.


Title: Re: High Level Roadmap
Post by: Moonkey on July 20, 2012, 03:50:04 AM
Ohoho, so someone is working with you. I want a picture of this "Guy" and verification of working. xD


Title: Re: High Level Roadmap
Post by: pspeed on July 20, 2012, 05:17:49 AM
Ohoho, so someone is working with you. I want a picture of this "Guy" and verification of working. xD

It's normen from the JME team.  He kindly offered to do his "sound engineer" magic on my tunes for a game credit.  The early-pro level composer who offered to write music (for a yet to be discussed fee), I haven't talked to in probably a year so I'm not sure he's still into it.  Plenty of time for that.


Title: Re: High Level Roadmap
Post by: Moonkey on July 20, 2012, 05:52:51 AM
That reminds me:

Will there be different music depending on season/biome? Winter-darkage-steampunk music sounds interesting. :) Desert steampunk is even more interesting.


Title: Re: High Level Roadmap
Post by: pspeed on July 20, 2012, 06:27:38 AM
That reminds me:

Will there be different music depending on season/biome? Winter-darkage-steampunk music sounds interesting. :) Desert steampunk is even more interesting.

Yeah.  I want to rely heavily on contextual music whenever I can.  I even have some experiments I want to try to make the music change more cinematically with view.  So if a town comes into view from across the valley maybe the music swells or if you leave sight of the road at night some creepy music will start playing or something.


Title: Re: High Level Roadmap
Post by: Moonkey on July 20, 2012, 06:40:35 AM
Cool! Can't wait!  ;D


Title: Re: High Level Roadmap
Post by: Andy on July 20, 2012, 07:01:53 AM
Sounds (pun) awesome!


Title: Re: High Level Roadmap
Post by: notsae on August 06, 2012, 08:28:28 PM
creepy music :o hopefully not to creepy  ;)  8) go for gold!  ;D


Title: Re: High Level Roadmap
Post by: T. B. Jerremad on November 08, 2012, 09:04:00 PM
In a lot of the character discussions, you mention ships and air ships.  I'd love to know more about those!

Can players build them?  Can we sail them ourselves?  Might large ships require other players to help crew?  Could NCP's be crew?  Can we own ships?  Since you're already planning on wind and ropes, might players have to set the sails in accordance to the wind in order to get movement?

I know it's a ton of questions, but as a sailor myself, I am very excited to hear what ideas you have!

You mention plans for steam and pipes... Steamboats?! :D


Title: Re: High Level Roadmap
Post by: Iggyjeckel on November 08, 2012, 09:08:25 PM
In a lot of the character discussions, you mention ships and air ships.  I'd love to know more about those!

Can players build them?  Can we sail them ourselves?  Might large ships require other players to help crew?  Could NCP's be crew?  Can we own ships?  Since you're already planning on wind and ropes, might players have to set the sails in accordance to the wind in order to get movement?

I know it's a ton of questions, but as a sailor myself, I am very excited to hear what ideas you have!

You mention plans for steam and pipes... Steamboats?! :D

there will be ships and airships that you will be able to pilot yourself and have npc's help you crew, i believe wind will play a role in the function of these ships

and sailor as in just regular sailor for recreation, or military sailor


Title: Re: High Level Roadmap
Post by: FutureB on November 08, 2012, 09:11:36 PM
hi jerremad from what i understand boats will be fully customization in how they look and how they are built just will need different resources to build bigger ships. we will be able to sail them and i  think npc's will be able to help us sail just like they will be able to help us build. im pretty sure we will be able to own the ships if we can afford to build them im guessing that they will cost or take alot of resources but im sure paul will clarify everything for you :]


Title: Re: High Level Roadmap
Post by: pspeed on November 08, 2012, 10:39:24 PM
In a lot of the character discussions, you mention ships and air ships.  I'd love to know more about those!

Can players build them?  Can we sail them ourselves?  Might large ships require other players to help crew?  Could NCP's be crew?  Can we own ships?  Since you're already planning on wind and ropes, might players have to set the sails in accordance to the wind in order to get movement?

I know it's a ton of questions, but as a sailor myself, I am very excited to hear what ideas you have!

You mention plans for steam and pipes... Steamboats?! :D

As others have started, basically, pretty much yes to all of the above.  At least it's my plan.  All things subject to change when hit against reality. :)  (Beware, I'm about to ramble. :))

Much like avian flight, it will probably be based on a simplified physics model.  It's easier for me to write and easier for the physics engine to handle.  That being said, wind and wind resistance should come into play and sails should work properly, to include being able to tack around the wind and so on.

Basically, ships and air ships will be able to be anything you can construct.  If you have enough anti-grav power, you could fly your castle around but you'd likely never find that much material to make all of the lift required.  Buoyancy will be a somewhat simplified model based on the materials and air cavities.

Depending on how the ship is built, it may require additional crew to maneuver properly.  For example, if tacking requires manning the rudder and multiple rope changes then the ship will be more agile if multiple folks are helping do those things.  It is likely that NPCs would only be able to help with ships of relatively standard designs.  Otherwise they wouldn't know what to do... and teaching them could be quite difficult.  They are just AI, after all.

There will be a few different ways to make a ship air-worthy... all involving magic to some degree. 

There will be a sort of neutral anti-gravity material that is essentially "lighter than air" but is not necessarily a gas (I might make it act like a liquid because I think a gas bag is more interesting than random block configurations).  This material provides a constant source of lift without consuming energy directly.  To make an airship buoyant will require a lot of this material and it will be difficult to find the raw materials and difficult to manufacture.  In the end, this will create dirigible style air ships.  These ships don't necessarily require power but they'll probably want some kind of thrust if they don't just want to drift with the wind.

The other approach is active anti-gravity.  This is a magic circuit that when fed with energy will create an antigravity bubble of some size/power.  Air ships employing this approach would require several "pods" to be both buoyant and stable.  Unlike a dirigible, the fields must be lower than the center of gravity.  The plus side of this approach is that the pods can also be potentially used for thrust.  In my mind, because of a sort of gravitational precession, forward movement of an anti-gravity field provides extra lift (like a wing does)... so some of the energy can be devoted to thrust by angling the fields.  Note, though, an anti-gravity pod is not an engine.  It does not produce thrust but does repel gravitational forces.  This is important because you can't simply rotate the pod 90 degrees to get super thrust.  You'd be back to 100% uplift and no thrust.  The field does have an axis of sorts so slightly tipping it can create an imbalance that produces forward thrust.  It is likely that air ships of this variety will require power consumption and backup power to the point that regular thrust engines are not a problem to support.  If you have to produce X watts of power to run your anti-grav engines and have a backup in case that power fails (or you drop like a stone)... then it's not really a big deal to run some regular thrust blocks that would require a small fraction of that power... especially since forward movement requires less power to the anti-grav pods.

In the game world, these ships will always resemble ocean going vessels and in most cases are direct derivatives.  a) you need to land them quite frequently and the water makes a great place, b) the wind can then be used as propulsion on both land and sea, c) building these ships is expensive and it is quite likely that all air ships of this kind were once working cargo ships until the captains earned enough money to add the pods and energy systems.

The simplified flight physics model I've started for the avians may also support wing structures on air ships.  In which case, wings may further offset some of the mobile lift requirements though a ship will still have to get off the ground first.  I don't foresee airplanes anything like air planes in the standard game.

And if you are thinking, "Running an air ship like that sounds complicated... reducing power here will increasing thrust... keeping track of power sources and energy draw, etc.."  That's precisely the point.  :)  The control systems will be the trickiest parts of these ships to build and will make the difference between a good one and a bad one.  But I can't wait to see what emergent systems players develop once it is all in place some day.


Title: Re: High Level Roadmap
Post by: FutureB on November 09, 2012, 02:46:59 AM
Paul thats a amazingly thought out way to go about air ships, i like how you have a good idea and conception on most things that you want in your game and have planed or at least know how most things will work:]


Title: Re: High Level Roadmap
Post by: pspeed on November 09, 2012, 03:05:29 AM
Paul thats a amazingly thought out way to go about air ships, i like how you have a good idea and conception on most things that you want in your game and have planed or at least know how most things will work:]

Of course, I have been known to design entire systems, on the fly, on the whiteboard, with the customer standing right there... :)

In this case, I already had to think about it because the story about Shasour kind of required that I know... and the rudiments were already thought of in the physics engine design.  The design above is also based on near total modularity and so is more likely to get at least partially implemented if some parts turn out to be impossible.


Title: Re: High Level Roadmap
Post by: belgariad87 on November 09, 2012, 07:21:31 AM
Of course, I have been known to design entire systems, on the fly, on the whiteboard, with the customer standing right there... :)

In this case, I already had to think about it because the story about Shasour kind of required that I know... and the rudiments were already thought of in the physics engine design.  The design above is also based on near total modularity and so is more likely to get at least partially implemented if some parts turn out to be impossible.
So every time your stumped on a mythruna problem, make a story out of it and see if it helps!


Title: Re: High Level Roadmap
Post by: T. B. Jerremad on November 09, 2012, 08:43:25 AM
Wow!  Thank you everyone!

Paul, this sounds positively phenomenal!  I've been trying to find a game with proper sailing mechanics for a long time.  And that's not the least of this game,  I think you've got something huge here!

Sailing is just a hobby for me.  Music is my profession.


Title: Re: High Level Roadmap
Post by: danny on January 26, 2013, 05:32:01 AM
Are you planning on modeling ship stability? Could ships capsize?  ( I have a small background in naval architecture and nautical science from college...so I'm geeking out. ) Is it possible to have naval battles?

I'd imagine if the answer to all is yes, you'd have in game recreations of the Vasa. http://en.wikipedia.org/wiki/Vasa_(ship)

Which would be hilarious.  It could lead to a whole in game profession of a ship designer. If your character has the skill then you would get in game feedback on the stability.  If your character doesn't, well...good luck.


Title: Re: High Level Roadmap
Post by: Moonkey on January 26, 2013, 01:56:55 PM
I've seen mods for Minecraft that add Physics. Ship physics (Yes they could capsize, fire even worked on them). So Mythruna could get something similar if we spent the time. Hopefully you will add buoyancy into Mythruna Paul?


Title: Re: High Level Roadmap
Post by: pspeed on January 26, 2013, 02:07:58 PM
Are you planning on modeling ship stability? Could ships capsize?  ( I have a small background in naval architecture and nautical science from college...so I'm geeking out. ) Is it possible to have naval battles?

I'd imagine if the answer to all is yes, you'd have in game recreations of the Vasa. http://en.wikipedia.org/wiki/Vasa_(ship)

Which would be hilarious.  It could lead to a whole in game profession of a ship designer. If your character has the skill then you would get in game feedback on the stability.  If your character doesn't, well...good luck.

I planned to implement a basic buoyancy model as I can.  I have to be a little careful because it would be really easy to capsize a ship if it's not lenient enough.  It either has to be perfect or lenient... and perfect is too hard.  The buoyancy properties of the craft would have be recalculated every time it bobbed in the water.  I will settle for some basic guesses based on the properties of the vessel and calculate a general stability from that.

...at least that's the plan.  Capsizing should be possible, though.


Title: Re: High Level Roadmap
Post by: Teknonick on March 14, 2014, 10:17:11 PM
This roadmap is very outdated. That 15% is much closer too... IDK... 40%? 60%? Yeah. That whole "Two months away!" for two years is also kind of done now. I can almost see the next release in April! Maybe May :P But I can BELIEVE it will be in April!


Title: Re: High Level Roadmap
Post by: pspeed on March 15, 2014, 01:01:56 AM
This roadmap is very outdated. That 15% is much closer too... IDK... 40%? 60%? Yeah. That whole "Two months away!" for two years is also kind of done now. I can almost see the next release in April! Maybe May :P But I can BELIEVE it will be in April!

Ok.  Since we want a random date.  3 years. ;)


Title: Re: High Level Roadmap
Post by: Michael Musgrove on March 15, 2014, 07:26:09 AM
This roadmap is very outdated. That 15% is much closer too... IDK... 40%? 60%? Yeah. That whole "Two months away!" for two years is also kind of done now. I can almost see the next release in April! Maybe May :P But I can BELIEVE it will be in April!

Ok.  Since we want a random date.  3 years. ;)
Finally, it gets updated! :D


Title: Re: High Level Roadmap
Post by: Teknonick on March 15, 2014, 10:04:56 AM
3 years! WOOT WOOT! Sounds reasonable. lol


Title: Re: High Level Roadmap
Post by: ebag51 on March 15, 2014, 01:32:32 PM
FINALLY, more content for mythruna yaaaaaay. :D


Title: Re: High Level Roadmap
Post by: deathtoe on August 24, 2014, 09:37:04 PM
Can you give us an estimate on how close you are to the next update


Title: Re: High Level Roadmap
Post by: pspeed on August 24, 2014, 10:44:10 PM
Can you give us an estimate on how close you are to the next update

From a different post earlier today:
Quote
For those who might stumble onto this thread and not know what I'm talking about for one reason or another.  Here is the way things are right now.

My wife has a brain tumor (more than one actually) and is currently on two different kinds of chemotherapy.  One she takes as a pill and the other they give her through IV.  Every two months she makes a three day trip to "have her head examined" and they tell us if anything is changing.  The most encouraging thing lately is that they aren't growing (at the moment) so they are keeping up with the current chemo treatments.

She has trouble walking and has poor balance so often falls.  For whatever reason, 9 times out of 10 she also hits her head... occasionally hard enough for us to go to the ER.  Because she has a seizure disorder she can't drive which means I'm on the hook for all rides... her or my two kids.

I get 5-6 hours of sleep most nights.  I have a full time job that I must maintain to keep health insurance.  (The only good thing about that is that we blew through the "max out-of-pocket" early in the year so insurance covers pretty much everything now.  The bad side of that is that to have reached that number we already shelled out all kinds of money... but whatever.)  All but two days a week, I end up taking my kids or wife somewhere.  I'm fortunate enough to work at home or I'd have already been driven crazy by now spending half my life driving.

As soon as I feel like I've got a decent work/ride/sleep rhythm built up, something will throw a wrench in the works... either an unexpected trip to the ER or a work meeting that pushes things around.  So some days my sleep schedule ends up being in 2-3 hour increments thrown about on a given day.  Some days, going to bed is all I think about.  It can take several days to get a rhythm back and to feel productive again.

Long gone are the 'good old days' where I could work 8 hours at the day job, hang with the family for 3 hours, then work another 4-5 hours on Mythruna every night (and weekends).  These days I can't even maintain a full time work schedule and end up taking leave without pay a lot.  My game development time gets squeezed in here and there in 1-2 hour chunks and sometimes several day gaps between.  Smaller projects fit that schedule better.  Even if I manage to find 12-16 hours a week to work on game projects, the structure of that work time makes it hard to get Mythruna past it's next big pieces.  After I get the new networking layer finished, it goes back to 100 littler jobs... but it's a pretty big hump.

I have some smaller projects that will let me chip away at the networking piece and hopefully make it small enough to pass through the narrow sphincter that is my 'free time'.  Likely this will even lead to another open source library (for game networking).  In the mean time, I really appreciate those of you have been able to bear with me.  You have tremendous patience and I am ever in your debt.

So, at the moment I have no idea.  It will be at least a few months before another Mythruna update.  There may be a few released smaller side-projects in the mean time.


Title: Re: High Level Roadmap
Post by: Michael Musgrove on August 25, 2014, 03:44:46 PM
-snip-
So, at the moment I have no idea.  It will be at least a few months before another Mythruna update.  There may be a few released smaller side-projects in the mean time.
Are you wanting some help? ;)


Title: Re: High Level Roadmap
Post by: pspeed on August 25, 2014, 07:49:07 PM
-snip-
So, at the moment I have no idea.  It will be at least a few months before another Mythruna update.  There may be a few released smaller side-projects in the mean time.
Are you wanting some help? ;)

I'd have to quit my job to manage the help.  If you guys want to just throw a bunch of mods together and call it a game then that's fine... but I have a specific idea of what I want in mind and how to get there.... and it's an 80 hour a week job to manage the people necessary to accomplish it.  Respectfully, anyone who recommends this course of action has absolutely no idea what it takes to manage a development effort.  None.


Title: Re: High Level Roadmap
Post by: Michael Musgrove on August 26, 2014, 08:34:02 AM
-snip-
So, at the moment I have no idea.  It will be at least a few months before another Mythruna update.  There may be a few released smaller side-projects in the mean time.
Are you wanting some help? ;)

I'd have to quit my job to manage the help.  If you guys want to just throw a bunch of mods together and call it a game then that's fine... but I have a specific idea of what I want in mind and how to get there.... and it's an 80 hour a week job to manage the people necessary to accomplish it.  Respectfully, anyone who recommends this course of action has absolutely no idea what it takes to manage a development effort.  None.
I know that there's the code style and layout you're looking for, along with making sure it's the most efficient, and that it even works. :D


Title: Re: High Level Roadmap
Post by: pspeed on August 26, 2014, 10:10:26 AM
-snip-
So, at the moment I have no idea.  It will be at least a few months before another Mythruna update.  There may be a few released smaller side-projects in the mean time.
Are you wanting some help? ;)

I'd have to quit my job to manage the help.  If you guys want to just throw a bunch of mods together and call it a game then that's fine... but I have a specific idea of what I want in mind and how to get there.... and it's an 80 hour a week job to manage the people necessary to accomplish it.  Respectfully, anyone who recommends this course of action has absolutely no idea what it takes to manage a development effort.  None.
I know that there's the code style and layout you're looking for, along with making sure it's the most efficient, and that it even works. :D

I'm less concerned with code layout and style... but if there were parts other people could do without lots of my help then I think those parts would already be done.


Title: Re: High Level Roadmap
Post by: Rayblon on August 26, 2014, 10:15:41 AM
Some mods WOULD be pretty nice though. Might attract some fresh blood if people start doing that. Mythruna mods are less common than Mythruna T-shirts.

EDIT: Still need a server hosted, Coder?


Title: Re: High Level Roadmap
Post by: Michael Musgrove on August 26, 2014, 02:34:00 PM
Some mods WOULD be pretty nice though. Might attract some fresh blood if people start doing that. Mythruna mods are less common than Mythruna T-shirts.

EDIT: Still need a server hosted, Coder?
I will, but I'm probably going to wait until the new version of Mythruna's API, just so that everything works better in my favor. :)


Title: Re: High Level Roadmap
Post by: deathtoe on January 10, 2015, 08:57:03 PM
its been ages since anythings been posted hows it going


Title: Re: High Level Roadmap
Post by: Rayblon on January 10, 2015, 11:02:34 PM
its been ages since anythings been posted hows it going


Slow and stea-...

slow.

There are good reasons


Title: Re: High Level Roadmap
Post by: pspeed on January 10, 2015, 11:49:51 PM
its been ages since anythings been posted hows it going


As hinted: slowly.  Life gets in the way all the time.  Always something new when caring for someone with brain cancer.


Title: Re: High Level Roadmap
Post by: deathtoe on January 11, 2015, 04:58:51 PM
its been ages since anythings been posted hows it going


As hinted: slowly.  Life gets in the way all the time.  Always something new when caring for someone with brain cancer.
i just meant in general not the game so much


Title: Re: High Level Roadmap
Post by: Rayblon on January 11, 2015, 05:31:31 PM
this is only one thread in the forum, silly. :P

We've kept active, if that's what you mean..


Title: Re: High Level Roadmap
Post by: pspeed on January 13, 2015, 02:11:33 PM
i just meant in general not the game so much

It's going ok.  Not much has changed.  My wife still falls a lot.  Still takes chemo.  Etc.  We just got back from a doctor's trip where really nothing has changed except that they're going to try taking her off one of the chemo drugs she's on to see what happens.  She's been on it for a year and that's usually how long they do that one... so...

we'll see.