Kinetic Void > Discussioni generali > Dettagli della discussione
LumberingTroll  [sviluppatore] 5 lug 2013, ore 11:03
Current Tasks in Development
We work under a very agile development process and many of us cover many roles, its not really practical to keep you all up to date on what exactly we are working on all the time. Giving an overview of what we are doing like this though, is possible and I will do my best to update this thread as it changes.

Team / Roles
Matt - Programmer
Rick - Programmer
Kris - Programmer
Fernando - Artist
Shaun - Artist
Kara - Community Relations / Social Media / Digital Assistant to the team
Sean - Team lead / catch all.

Tasks
Matt - Ship AI, and Sector composition

Rick - Core modular mission framework

Shaun - Galaxy Map overhaul

Fernando - On leave

Kris - Drones / Mining

Kara - Social media outreach and continuing to build customer relations.

Sean (LumberingTroll) - Too... much... stuff...
Ultima modifica da LumberingTroll; 19 dic 2013, ore 14:11
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Blast 5 lug 2013, ore 14:04 
Yay!
Those nodes need the attention, happy to see you on that.
waveofmatilation 6 lug 2013, ore 2:43 
Who is the 6th of the 6 man team?
Dakili 6 lug 2013, ore 7:08 
Kevin. He probably made a mistake and wrote twice the same name.
LumberingTroll  [sviluppatore] 6 lug 2013, ore 7:54 
No mistake, it is Kevin, but he is working another job fulltime right now and is only filling in on an as needed basis on KV.
DoC M. 6 lug 2013, ore 9:11 
Are these trading cards so important?
LumberingTroll  [sviluppatore] 6 lug 2013, ore 9:14 
So important? no, but its the artists working on them. Art is kinda what they do and I am sure they would like to be paid, which means I need things for them to do.

We also ran a community contest for them, so the people that participated want to see them as well.
Ultima modifica da LumberingTroll; 6 lug 2013, ore 9:14
Kunari 7 lug 2013, ore 8:49 
Messaggio originale di DoC J. M.:
Are these trading cards so important?

They are probably contracted to have Trading Cards for KV as a Greenlight project. Personally, I don't get the draw in virtual TCs and just want an engaging game. I'd love to see KV end up like Freelancer, Privateer, X type game.
LumberingTroll  [sviluppatore] 7 lug 2013, ore 8:52 
We are not contracted to do it, we were invited to. But one of the neat things about the cards is that they are just a cropped version of a 1920x1080 wall paper, when you find one you get access to that wallpaper. The bades are neat, but they just sit on your profile, though by collecting badges you unlock emoticons that you can use in steam chat, and on the forums so thats kinda neat. It may not be for everyone, but a lot of people seem to like it.
Ultima modifica da LumberingTroll; 7 lug 2013, ore 8:53
Kunari 7 lug 2013, ore 10:24 
Sure, I have no problem with the TC concept. I'm here more for an engaging and fun game then out-of-game perks. So far, building a ship is kind of neat, as you know, there isn't much to do once you're in space yet. The flight systems are very basic so far so I hope they are planned for an update. For example, the ability to set a "destination" and have the ship align for the MWD would be nice. Instead I have to make many small jumps, then once I'm 5mil away I have to slow-boat it toward the station.
Ultima modifica da Kunari; 7 lug 2013, ore 11:23
Atukanuva 7 lug 2013, ore 12:43 
The building system needs to be improved, I hate pressing r forever to just put a peice behind my cocpit. Try to make it less clunk, I would like something like KSP, Also the modules dont give enough info.
Dakili 7 lug 2013, ore 13:18 
Messaggio originale di Atukanuva:
The building system needs to be improved, I hate pressing r forever to just put a peice behind my cocpit. Try to make it less clunk, I would like something like KSP, Also the modules dont give enough info.:p2aperture:

I would like to point out that the building process ins KSP and KV are really different. In KSP, you mostly build vertically and most parts are cylindrical which makes it easier and even the norm.

In KV, we've got squared, rectangles and other strange parts and people like me, want to be able to turn the parts as they want. To be able to build 360. From any angle possible.

I have my doubts the system will change from what it is. If it change, it will either have even more rotation angle.
Shagohod Rv~ 7 lug 2013, ore 13:26 
The only thing that I'd really like to see, as far as the building goes, are more precise, or just plain more, nodes, especially for the bigger parts (size 4 upwards). Some parts really lack nodes, like the wing-type hulls.

Just my 2 cents, after all.
Ultima modifica da Shagohod Rv~; 7 lug 2013, ore 13:44
Dakili 7 lug 2013, ore 13:42 
Messaggio originale di Shagohod Rv~:
The only thing that I'd really like to see, as far as the building goes, are more precise, or just plain more, nodes, especially for the bigger parts (size 4 upwards). Some parts really lack nodes, like the wing-type hulls.

There's also one part, that is off of the normal angle if placed with a specific node, I just cant remember which one it is (will look it up and edit in here).

Just my 2 cents, after all.

Edit: Okay, I looked it up and it is Hull 8.

This being the 'standard' angle. Yet it's leaned a little left. Upon turning it right once it happens to look like the following:


So you can't get it to fit other hulls when aligning them straight behind one another.


It is a known issue and being worked on. Please look at this post for more info. http://steamcommunity.com/app/227160/discussions/5/828934089827845556/
Shagohod Rv~ 7 lug 2013, ore 13:44 
Stupid me, I wasn't aware of a bug submission subforum... Will move it there! Sorry for the inconvenience.
DoC M. 7 lug 2013, ore 14:18 
By the way, is there an official forum for KV? There is a button on the website but no forum.
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Data di pubblicazione: 5 lug 2013, ore 11:03
Messaggi: 85