VGOEmulator 0.2 Release
Posted: Sat Jan 31, 2015 11:52 am
The 0.2 release brings you near perfect stability thanks to Lokked, with a few remaining hiccups we're still working on. Generally speaking, your world should not falter.
With the addition of zippyzee, you now have a Telon Exchange and Banking.
Faux has Abilities, Forms and other player-based features working nicely - there's even a simulated cast bar!
Ratief's work on Character Sheet shows us some stats on our newly created characters.
Volt is continuing to bring doors and vendors to life.
Blackstorm has implemented Bindstones and keeps our Linux compilations clean. Last but not least,
Xinux has added a ton of GM commands for us to play with (but don't try .announce or you might never log in again )
As for me, the usual... site admin, parsers and raw data. That's my life
See the List of Current Features for on-going efforts being made to VGOEmulator.
Download: The Source Code (rev 1011)
Download: The Binaries (rev 1011)
User: anonymous
No password!
Development Branch ChangeLog: http://vgoemulator.net/logs/ChangeLog.txt
The Future (VGO 0.3 and beyond)
As laid out in this post where the devs met to discuss 2015 planning, we're hoping the current VGO Dev staff has enough knowledge now of VGOEmulator itself, as well as Vanguard The Game, that we can start a more rapid development process to get more features implemented quicker.
The "low hanging fruit" will likely be done first, like Grouping, Guilds, finishing Items and Exchange stuff, interacting with NPCs and objects (doors) and of course starting actual Content Design (woot!)
The big ticket items will be Combat, Abilities, Crafting and Diplomacy. We'll likely spend the next 6 mos just getting the UIs functioning and displaying data, but to get them VG Live-like will probably take a lot longer. Your patience is appreciated during this next year of development.
Hopefully you will see releases 0.3, 0.4 and 0.5 this year which should end the Alpha stage of development (hoping). This is all dependent on the continued development presence however; meaning if all our devs go on vacation, then no you won't see rapid development But I am confident our current team really loves VGO and wants it to succeed.
I sound like a broken record, but I have to say "Thank you, and congrats" over and over to the VGOEmulator development team, the content designers and community who are tirelessly testing every update we provide, and to everyone who considers this project their salvation from Sunset. For a group of people who are not profession game developers, we're pretty much kicking ass!
With the addition of zippyzee, you now have a Telon Exchange and Banking.
Faux has Abilities, Forms and other player-based features working nicely - there's even a simulated cast bar!
Ratief's work on Character Sheet shows us some stats on our newly created characters.
Volt is continuing to bring doors and vendors to life.
Blackstorm has implemented Bindstones and keeps our Linux compilations clean. Last but not least,
Xinux has added a ton of GM commands for us to play with (but don't try .announce or you might never log in again )
As for me, the usual... site admin, parsers and raw data. That's my life
See the List of Current Features for on-going efforts being made to VGOEmulator.
Download: The Source Code (rev 1011)
Download: The Binaries (rev 1011)
User: anonymous
No password!
Development Branch ChangeLog: http://vgoemulator.net/logs/ChangeLog.txt
The Future (VGO 0.3 and beyond)
As laid out in this post where the devs met to discuss 2015 planning, we're hoping the current VGO Dev staff has enough knowledge now of VGOEmulator itself, as well as Vanguard The Game, that we can start a more rapid development process to get more features implemented quicker.
The "low hanging fruit" will likely be done first, like Grouping, Guilds, finishing Items and Exchange stuff, interacting with NPCs and objects (doors) and of course starting actual Content Design (woot!)
The big ticket items will be Combat, Abilities, Crafting and Diplomacy. We'll likely spend the next 6 mos just getting the UIs functioning and displaying data, but to get them VG Live-like will probably take a lot longer. Your patience is appreciated during this next year of development.
Hopefully you will see releases 0.3, 0.4 and 0.5 this year which should end the Alpha stage of development (hoping). This is all dependent on the continued development presence however; meaning if all our devs go on vacation, then no you won't see rapid development But I am confident our current team really loves VGO and wants it to succeed.
I sound like a broken record, but I have to say "Thank you, and congrats" over and over to the VGOEmulator development team, the content designers and community who are tirelessly testing every update we provide, and to everyone who considers this project their salvation from Sunset. For a group of people who are not profession game developers, we're pretty much kicking ass!