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Is this going anywhere?
#11
Posted 28 June 2016 - 12:52 AM
One thing that Frankie mentioned but is very important is that it is now summer. Most of the FS devs have day jobs, and often times, summer is a much busier time than fall/winter. Not to mention, school is out, so several of them are now working full time instead of having to only deal with school schedules. Plus there are not as many holidays in the summer, and overall, people want to spend their time outside and enjoy the summer instead of being cooped up inside working on developing a game.
Summer is always a slow time for FS and the development of UrT. I'm sure we will see some updates this fall once people have had a chance to get back into the swing of things, and actually have some time to do some more coding.
Summer is always a slow time for FS and the development of UrT. I'm sure we will see some updates this fall once people have had a chance to get back into the swing of things, and actually have some time to do some more coding.
#12
Posted 28 June 2016 - 07:40 AM
I've been very busy lately and just completed a move across continents (now working from beautiful Bali). I will still have to work a lot (you know, the kind that pays bills :)), but I do hope that I will have more time for UrT again. Whenever there's significant progress on my end, you can be sure that I will talk about it.
Now that programming activity is picking up a bit, I hope that we can finally have a pre alpha out for testing soon. This does largely depend on expectation management as well though. We all need to be realistic about what we can do with our limited resources, and if we aim too high, we might just not ever release anything. If we get the feeling that the entire community understands this and would appreciate us to share our very rough and early work, then it will certainly be easier to make the decision to release things early.
It's important to understand that this is not a commercial project, and times have changed. Most serious developers now work on for-profit indie games rather than non-profit mods, because they can. We are working on Urban Terror, for free, because we care. I am convinced that together we can build something that is a lot of fun to play by focusing on the essentials that make the game unique, just don't expect instantly polished results or AAA quality.
Now that programming activity is picking up a bit, I hope that we can finally have a pre alpha out for testing soon. This does largely depend on expectation management as well though. We all need to be realistic about what we can do with our limited resources, and if we aim too high, we might just not ever release anything. If we get the feeling that the entire community understands this and would appreciate us to share our very rough and early work, then it will certainly be easier to make the decision to release things early.
It's important to understand that this is not a commercial project, and times have changed. Most serious developers now work on for-profit indie games rather than non-profit mods, because they can. We are working on Urban Terror, for free, because we care. I am convinced that together we can build something that is a lot of fun to play by focusing on the essentials that make the game unique, just don't expect instantly polished results or AAA quality.
#13
Posted 28 June 2016 - 12:47 PM
I think the lack of recent updates comes down to an unfortunate timing of several FS members having major life changes at the same time. Until recently I was a student, with lots of time to spare. I quit uni and I'm now working as a single indie dev on my own game, which takes most of my time. A lot of time went into reading up on how to start my own business, moving apartments and now working (more than) full time on my first project, until things get rolling. I'm trying to squeeze in a little bit of time for urt, but it's not much at the moment.
I do have some progress on uptown, that I haven't shared yet because I felt it wasn't good enough to share. I guess I could show that, but yeah, that also takes time... :)
I do have some progress on uptown, that I haven't shared yet because I felt it wasn't good enough to share. I guess I could show that, but yeah, that also takes time... :)
Have a happy day! :)
#14
Posted 28 June 2016 - 09:50 PM
Yeah, there hasn't been a lot of activity in the team this semester, mostly due to IRL events for all developers. Personal life kept me busy lately and things are totally crazy at work. After 10 hours of coding and meetings at work it's kinda hard to stay motivated to keep coding for a few more hours in the evening. You just want to chill out and watch an episode of Game of Thrones or something. :)
In summer time things are usually slower at work so I expect to have more free time and a rested mind. :] I'd like to release UrT 4.3 as soon as possible and make some significant progress on the development of the menus of UrTHD.
In summer time things are usually slower at work so I expect to have more free time and a rested mind. :] I'd like to release UrT 4.3 as soon as possible and make some significant progress on the development of the menus of UrTHD.
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#16
Posted 29 June 2016 - 04:45 AM
dynomite33, on 28 June 2016 - 11:07 PM, said:
Urban Terror : Dead in the water since 1999
Well it became a relatively successful game with a decent sized community, and a group of people who love the game even 15 years later, which is more than most games ever hope to accomplish.
This post has been edited by KroniK: 29 June 2016 - 04:45 AM
#18
Posted 01 July 2016 - 10:36 AM
Thank you for the update guys!
I appreciate you guys sharing about the current state of things :)
It's the right choice to keep real life the priority. And it's good to know that UrT is still on your hearts :D
For me personally that was all that I was asking for.
Since it's been a while that we (or at least I) read on that topic, I would imagine putting out a small frontpage post would be a smart move. Something along the lines - we are still into it - just a bit slower - cause RL situations.
Just to also give people who don't tend to dig through the forums a heads up ;)
Besides that I would love to see a news blog more often in general. I loved reading the dev blogs. And even if it's just a small article reminiscing about the past of UrT, digging some old pictures up from the archives or giving some insight on the history and the original intentions of the game. Maybe some statistics or whatever you have. I know it's work to put those together - but you might find the odd person who maybe can't code or model, but contribute to a lively community transparency in this way.
Peace and Blessings,
Schnork
I appreciate you guys sharing about the current state of things :)
It's the right choice to keep real life the priority. And it's good to know that UrT is still on your hearts :D
For me personally that was all that I was asking for.
Since it's been a while that we (or at least I) read on that topic, I would imagine putting out a small frontpage post would be a smart move. Something along the lines - we are still into it - just a bit slower - cause RL situations.
Just to also give people who don't tend to dig through the forums a heads up ;)
Besides that I would love to see a news blog more often in general. I loved reading the dev blogs. And even if it's just a small article reminiscing about the past of UrT, digging some old pictures up from the archives or giving some insight on the history and the original intentions of the game. Maybe some statistics or whatever you have. I know it's work to put those together - but you might find the odd person who maybe can't code or model, but contribute to a lively community transparency in this way.
Peace and Blessings,
Schnork
#19
Posted 02 July 2016 - 07:45 AM
I agree it would be great to have regular updates, the problem is when you get distracted by life events, time just flies and you don't even realise it. We'd have to find somebody who never gets distracted like that, but I don't think that's even possible.
It's always easier when money is involved or the project is going so well that there is constantly something to talk about. Right now I think the best we can do is make sure that there is a product again that's worth being excited about every single day. :) It's not going to be easy, but it's the best we can do.
It's always easier when money is involved or the project is going so well that there is constantly something to talk about. Right now I think the best we can do is make sure that there is a product again that's worth being excited about every single day. :) It's not going to be easy, but it's the best we can do.
#20
Posted 07 July 2016 - 01:45 PM
Hello guys !
But you've thought about starting a crowdfunding campaign ?
It will motivate in a way the dev team and maybe will engage some freelancers to develop the game faster.
There are so many dumb games which reached lots of money...
UrT needs some start popularity in order to be played on a large scale.
I apologize if I'm wrong in some way. :)
But you've thought about starting a crowdfunding campaign ?
It will motivate in a way the dev team and maybe will engage some freelancers to develop the game faster.
There are so many dumb games which reached lots of money...
UrT needs some start popularity in order to be played on a large scale.
I apologize if I'm wrong in some way. :)