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 Post subject: KRPG Milestones and Modules
PostPosted: Sat Jun 27, 2009 5:17 am 
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Milestone 1: Concept

This milestone has been completed with the creation of the concept document.



Milestone 2: Planning

Milestones List
Modules List
Setting up all Modules in Taskfreak



Milestone 3: Alpha

Basic RPG features like experience and leveling
Travel map with at least 4 waypoints
At least two town maps
At least one hub of dungeon maps
NPCs with simple conversations
Fighter weapon system



Milestone 4: First Beta

Includes most of the main storyline with nearly 40 dungeon maps and over 50 town maps (most town maps placeholders)
New monsters
Finalized travel map and system
Inventory



Milestone 5: Second Beta
NPCs with quests
Shopping system
Mage and Cleric spellbook systems
Number of weapons, spells, maps, monsters etc., the whole world size should approach that of the final product.


Milestone 6: Third Beta (RC testing)

A cohesive game in which all major features can be tested and feedback can be given not only on playability but also overall feel of the game.

Should have everything the final product is intended to have, is mostly so more testers can give feedback for fixing bugs and tuning things.

Only major features missing would be cutscenes (if the final release has any) and detailed documentation/SDK.


Milestone 7: Public Release

The final 1.0 product.


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Sat Jun 27, 2009 5:19 am 
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Milestones finished are greyed out so it's clearly visible with one look where the project currently stands.

The modules will be implemented in Taskfreak. The document detailing all modules can be found here in editable format http://downloads.orcishweb.com/koraxdev ... odules.odt and in portable format http://downloads.orcishweb.com/koraxdev ... odules.pdf . Once the document has been updated with feedback through the team and the final module list set up in Taskfreak, Milestone 2 has been reached as well.


Last edited by Crimson Wizard on Wed Jul 01, 2009 11:18 am, edited 2 times in total.
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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Mon Jun 29, 2009 6:50 am 
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RambOrc wrote:
Milestone 3: Internal Alpha

Basic RPG features like experience and leveling
Travel map with at least 5 waypoints
At least two town maps
At least three hubs of dungeon maps

Do we have some sort of concept for what these map waypoints / towns / dungeon hubs should look like?


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Mon Jun 29, 2009 3:03 pm 
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The central city can be probably included regardless of how complete it is, since it's an internal test and so the bigger the map the better to test features. The second town map could be the one you are working on.

There already are a number of finished maps and even hubs for KRPG, for the Alpha all they need is adding KRPG specific objects to them.

For the travel map, you can just use the ugly one currently in the concept document, later on there will be a much prettier one. ;) The geography will significantly change too, to include a much larger area with not just one valley but many valleys/mountain ranges/deserts/etc.


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Mon Jun 29, 2009 4:24 pm 
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Sorry for derailing the thread, I've implemented the main modules listed on the files Ramborc posted, Taskfreak can't handle the submodules as it works now, but I think I could try to add the submodule stuff to it, it might take me 2 weeks or something like that, but I don't really know if it would help or not, so what do you think about it?

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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 1:24 am 
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Firebrand wrote:
I've implemented the main modules listed on the files Ramborc posted, Taskfreak can't handle the submodules as it works now, but I think I could try to add the submodule stuff to it, it might take me 2 weeks or something like that, but I don't really know if it would help or not, so what do you think about it?

Actually I do not understand what are these submodules at all. :) And I can't notice any changes to TaskFreak, so I cannot comprehend what is it you are doing. Why do you need these "submodules" anyway?


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 1:46 am 
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The reason is http://downloads.orcishweb.com/koraxdev ... odules.pdf I guess. At any rate, another possibility would be to use the "projects" for the main modules, e.g. "KRPG_Programming" and "KRPG_Audio" instead of "KRPG".


Last edited by Crimson Wizard on Wed Jul 01, 2009 11:19 am, edited 1 time in total.
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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 2:49 am 
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RambOrc wrote:
At any rate, another possibility would be to use the "projects" for the main modules, e.g. "KRPG_Programming" and "KRPG_Audio" instead of "KRPG".

There's such thing as "Context" in Task Freak, which already has these options - "Programming", "Audio" etc. Each task has Project and Context definitions.


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 5:17 am 
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Exactly, but if you look at the module list in the document I linked, you will see we need triple categorizing and taskfreak only offers double, hence my suggestion.


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 6:23 am 
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Now the problem is more clear, the easiest (and fastest) solution would be to go with Ramborc's suggestion, the second choice (slowest) is to add a third category to the TaskFreak system (which would require coding changes on it :P). I would go with whatever you think is the best solution ;).

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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 7:27 am 
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Well, RambOrc's suggestion does not look bad, however I am still not sure why we really need this #-o . Can you give me an example of TODO item wich would require both module and submodule categories?


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 7:48 am 
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Just about every single one. ;) Otherwise you wouldn't know what the todo is for (or would have to explicitly state the project in the todo). I.e. if you only use submodule task, then if a todo says "add music5 to map03 instead of music3" you will know it's about managing music for the project but you wouldn't know whether ka or krpg or tcs.


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 7:55 am 
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Todo's are added and categorized for projects already ;), so when adding a new todo, you simply would have to select KRPG from the project selection menu :).

I think submodules are necessary just to avoid having to make very long task descriptions and to have a tighter organization of tasks, but they aren't imperative IMO, have you looked at the way the very least tasks there are organized Ramborc? :)

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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 7:56 am 
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uh... whatever. orccrazy2


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 Post subject: Re: KRPG Milestones and Modules
PostPosted: Tue Jun 30, 2009 9:39 am 
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LOL whatever works best for you works best for me. ;)


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