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Sprint 14 Review #677

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Wyqer opened this issue Sep 30, 2019 · 0 comments
Closed

Sprint 14 Review #677

Wyqer opened this issue Sep 30, 2019 · 0 comments
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Wyqer commented Sep 30, 2019

General Information about sprint reviews

As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97.0 release in some months.
For serious playing use the latest stable release

Summary of this sprint

This sprint we haven't really pushed much to the current development due to an overall load of things we need to care about beside of our hobby project KP Liberation.
Due to this we've also decided to not work on direct sprints of about 3-4 weeks duration with a prior decided set of tasks we want to finish. We'll now go to a fixed release schedule while every release will contain everything which was done until then.

The current dates for the next releases will be (+- 2 days):

  • January 26
  • March 29
  • May 31
  • July 26

After these it might be possible that enough has changed, so we can return to a "planned sprint" with the usual 3-4 weeks duration. Or, if the above works fine for us and we kinda got used to it, we could possibly also keep it like that. Something we have to decide when it's time.

Update: Due to a lack of overall time, the rewrite is currently iceboxed and not being worked on.

POWs and Intel

We've added the POW mechanics so that after you capture a sector, the remaining soldiers in the sector will surrender and you can interrogate them back at the FOB. In the old framework this was done via the captives joining your group and you command them like every other friendly AI you might have. This was kind of strange and always not that nice to handle. So now you can escort the POWs (like it's possible with ACE) and (un)load them in/from vehicles to get them to the FOB. This should improve the feeling of escorting POWs through the area, even if you play without ACE.
This whole mechanic is likely to be extended in the further iterations, but for now it provides a good foundation for gaining intel points via interrogation of POWs.

Tester wanted

As the complexity and amount of mechanics/functionalities is growing from sprint to sprint we've come to a point where it takes much time to test all things more deeply as "starts without errors and if I push this button nothing explodes, looks fine". This will possibly lead to the fact that with the progression of the whole refactoring the amount of uncatched bugs which appear in the releases will grow and therefore we have to spend more time for bugfixing in the following sprints. To avoid this we would like to ask for volunteers who would like to support us as reliable testers.

If you're interested in helping us in this way, feel free to start a conversation with one of the dev team on the KP Discord Server via direct message.

What you would have to do:

  • Deeply test the implementations on running development directly upon heads up of the devs and on own initiative
  • Provide structured feedback and/or bug reports depending on your test results
  • As our main communication platform is Discord and you'll be flagged there as team member, you should provide help/support concerning questions/issues of users
  • Keep the public test server up to date and use it for playtests in a dedicated environment (you'll get full admin access via a web interface to the test server for this)

What you should bring with you:

  • High reliability in your work and commitments, as we all need to plan our free time depending on the commitments of the other team members.
  • Knowledge of how to create a Liberation mission pbo via basefile and framework
  • Basic knowledge about Git(Hub) so you can pull the code as a local copy, know how to switch branches and how to update your local copy via git
  • Good English skills to provide support on Discord if needed and to discuss things with the devs without language barriers
  • Knowledge of how to administrate an Arma 3 server, how to get/read server rpt logs and how to update mods/Arma on a dedicated server

What do you get:

  • You work together with a reliable team of developers on one of the most played/edited/derivated Arma 3 mission frameworks, which will also be mentioned
  • You can directly influence the look and feel of the mission due to your feedback and your opinions during dev planning/discussion phases
  • The test server, which runs on the KP root server, will be in your hands. And if you don't test something or invite some friends for some "hot code Liberation testing", you can of course use that server for own small events with the Liberation community or play sessions with your friends for any kind of Arma 3 mission
  • And of course the appreciation of the dev team and for sure the Liberation player community for your support and work

Content of this sprint

Task Description PR
#531 POWs and Intel #669

Released sprint result

https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S14

Official public Testserver

The latest pre-release missionfile is running on our public Testserver. Feel free to join and have a look at the current development state. We would highly appreciate any feedback and/or bug reports.

Name: KP Liberation Dev Testserver

IP: 195.201.56.254

Port: 2322

Needed Mods:

Bugs found so far

# Related Task Description Reported by
01 #529 Vehicles could spawn at the same place and explode, when convoy is spawned. Needs some timing optimization @Wyqer
02 #530 When selecting a mission in the available mission list, while not having resources, it doesn't show the description but directly says you don't have the needed resources @Wyqer

Sprint History

Sprint Quick Summary Details
13 Side missions framework, Enemy commander FSM foundation, Bugfixing #630
12 Garrison dialog, Cratefiller additions, Permission additions, building now cost resources #603
11 Resources implementation for logistic, Cratefiller added, Persistence module, Garrison dialog pt1 #585
10 Resupply of vehicles via a logistic station, first iteration for the enemy commander module, Bugfixes #570
9 Permission and resources modules, second part of the garrison module, finished universal preset #562
8 Arsenal, complete settings overhaul and universal unit preset templates #544
7 Persistent sector garrison, build menu implementation part 4, common functions module #520
6 Own Respawn template, object manipulation in build menu, event based save/load #505
5 Freedom replaced with Liberty, extended CBA implementation, refactor mission init, build camera refactor #494
4 Player and Admin menu, building camera overlay #471
3 First UI overhaul, config guard, free build camera #445
2 Event handling and action manager #427
1 Basic CTI functionality: Intro, Spawn, FOB deploy, capture sector, win campaign #404
@Wyqer Wyqer added backlog dev-blog Blog article about development progress labels Sep 30, 2019
@Wyqer Wyqer added this to the Sprint 15 milestone Sep 30, 2019
@Wyqer Wyqer removed the backlog label Nov 20, 2019
@Wyqer Wyqer removed this from the Sprint 15 milestone May 4, 2020
@Wyqer Wyqer closed this as completed May 4, 2020
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