As core pointed out earlier we are getting close to our first public testing release (milestone 0.6). While we are working hard i would like to give another quicklook on some ticket-statistics.
Closed tickets per milestone
The red bar is the general ‘overall amount of new closed tickets per milestone‘ – which is put together by our different ticket-types (enhancements vs bugs vs discussions) and some special resolutions (duplicates vs works-for-me vs wontfix).
Overall we have 425 closed tickets since our first build … an impressive number from my point of view.
What else?
Well …. a lot – but for me the most important enhancement in the last 2 weeks was our new second gamemode ‘Survivor‘.
While our main game-mode ‘Campaign’ is basically a scripted level-scenario based on campaigns & subdivided in levels or stages the new ‘Survivor’-Mode is fully auto-generated. A single level with growing enemy-waves and a simple target for the player
Most of the time I develop in the Mac OS X environment while fidel is testing under linux. The game provides some sound effects which worked only on the mac. We first thought about having a problem with the general problem with the soundengine on linux. Playing around with Open-AL, ALSA and different sound configurations ended up all in deep silence.
I was close before giving up. Time goes by and I restart investigating the problem. I first checked the sound sample of SFML library which worked !
But why ? I compared the sources and then I catched the problem. To play sound the system uses two objects: sound and soundbuffer. I was using the objects but it did not work. What was wrong ? The solution is quite simple. The game uses multiple sounds and so I handled all sounds in a manager object. But the sound manager had one big logical mistake. Each time I accessed the manager to start playing a sound, the manager made a copy of the objects and started playing. The copy was the problem because after start, the object was destroyed (local scope). The destroy stops playing which results in silence :-)
Rewriting the storage of the sound objects the sound works now. Yeah!
We are close to first public release. Time to get some stats:
A lot of features and effects have blown up the code. The self written particle engine for better effects takes about 2300 lines of code including comments. The engine may be introduced in a separate post if you are interested in.
Thanks to fidel for the never-ending ideas and the tests.
In case you are willing to take a look on the current dev builds (available for Linux & Mac OS X) don’t wonder if those contains a slightly different version as the one used for the video above was manually modified.
Keep in mind that the current version is not yet ready for public tests – so don’t expect a stable, well documented and final product ;)