epoch Retired PR Developer



Join Date: Apr 2007 Posts: 4,199 United Kingdom United Kingdom Location: UK

Re: PR:ARMA3 Development Update



We (the PRA3 team) understand that our lack of progress reports hasn't really been ideal.



We could post that "Deadfast wrote another 1000 lines of code", and give you a nice screenshot of NotePad++. We could tell you "We tested some stuff and players are still running around in their underwear", along with a picture of a heavily armed chap in his boxers and T-shirt. We're not developing anything in the way of assets (kits, vehicles, weapons etc) at the moment, because, as you will know from the Milestones, that isn't our aim. So, our lack of announcements isn't because we didn't want to say anything. It's simply that we genuinely felt we had nothing interesting to say.



And, whilst the Milestones are fairly basic in terms of their content, the time our very small team has available to work on stuff is very very limited. The majority of the coding is done by Deadfast. He has a demanding, full time coding job with BISIM, so it's understandable that when he gets home (after a well earned beer) jumping straight back into pages of code isn't an easy thing to do. "Find someone else to do it!" you might say. Not a chance. I want the best people working on PRA3, and that's exactly who I have.



In terms of where we are with Milestone 1, I'll give you a bit of an update.



Key features Advance and Secure game mode This appears to be working fine, but we need to spend time play-testing it.

Squad system A basic squad system is in place. You can join/leave squads (no invites yet). You can name your squad, and squad leaders can assign basic firegroups. No waypoints or anything yet.

Infantry respawn system Spawning at main base, rally points and forward spawns (made available depending upon flags capped) is working.

Rally points Squad leaders can deploy a RP with a limited number of spawn tickets (2 x squad size)

Kit system Squad leader, rifleman, medic, grenadier, machine gunner, marksman available based upon number of players in the squad.

Map marker system Basic markers showing the location of team members on the map. Still some bugs in this that we're currently working on.

Infantry-only missions Around 10 community-made missions. Our small testing team are play-testing these for balance, and to ensure the core game code is stable.

So, that's where we are at the moment. We have some other bugs that we're trying to squash, and we hope to have that all done fairly soon.



I'll try to provide a further update in a couple of weeks.



Thanks for reading.

epoch Ok folks, obviously there's a lot of stuff flying around on the forums at the moment, with regards to the development status of PR2 and PRA3, as well as a feverish brouhaha towards other announcements.We (the PRA3 team) understand that our lack of progress reports hasn't really been ideal.We could post that "Deadfast wrote another 1000 lines of code", and give you a nice screenshot of NotePad++. We could tell you "We tested some stuff and players are still running around in their underwear", along with a picture of a heavily armed chap in his boxers and T-shirt. We're not developing anything in the way of assets (kits, vehicles, weapons etc) at the moment, because, as you will know from the Milestones, that isn't our aim. So, our lack of announcements isn't because we didn't want to say anything. It's simply that we genuinely felt we had nothing interesting to say.And, whilst the Milestones are fairly basic in terms of their content, the time our very small team has available to work on stuff is very very limited. The majority of the coding is done by Deadfast. He has a demanding, full time coding job with BISIM, so it's understandable that when he gets home (after a well earned beer) jumping straight back into pages of code isn't an easy thing to do. "Find someone else to do it!" you might say. Not a chance. I want the best people working on PRA3, and that's exactly who I have.In terms of where we are with Milestone 1, I'll give you a bit of an update.So, that's where we are at the moment. We have some other bugs that we're trying to squash, and we hope to have that all done fairly soon.I'll try to provide a further update in a couple of weeks.Thanks for reading.epoch