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Devnote Tuesdays: The "Goodbye, Hugo" Edition


SQUAD

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<p><img src="https://31.media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_na7xetRkqJ1rr2wit.jpg"/></p>

<p><strong>Alex (aLeXmOrA): </strong><span>Still working on some changes to the <em>KSP</em> Store Website. </span></p>

<p><strong>Mike (Mu):</strong><span> I’ve been continuing to work on the secretive administration building’s backend systems and, while awaiting the front end to be further along, working on a new logging system for our intrepid astronauts.</span></p>

<p><strong>Daniel (danRosas)</strong><span><strong>:</strong> I’m working on some interesting assets for the game, and at the same time figuring out a pipeline for an efficient art production.</span></p>

<p><strong>Jim (Romfarer)</strong><span><strong>:</strong> Last week i spent a lot of time working on a new scroll list implementation i need for the administration gui. So, putting items in a list and having them move up and down seems easy enough but apparently it’s not. The implementation we currently use is 3600 lines of code! In the end the work paid off and we now have a 2D scroll list implementation that’s conceptually the same as the one dimensional lists you have seen before. The most interesting thing about it however is what we are going to put in it but unfortunately i can’t say anything about that.</span></p>

<p><strong>Miguel (Maxmaps): </strong><span>Organizing and running through our plan for 0.25. Everything so far going along on schedule. Having Hugo around has been great and we can tell he’s got a bright future in the industry. Also friendly reminder that people who talk about the admin building early will be fed to the company Tyrannosaurus.</span></p>

<p><strong>Ted (Ted): </strong><span>I’ve been going through the 670+ Testing applications that we’ve received, being very impressed by the vast majority of them as well. It’s going to be difficult to narrow them down. Additionally, I’ve been evaluating the current Experimental and QA Teams. Finally, I’m almost finished with the Experimental Testing documentation for the testers. Thanks to all those that applied to the Testing Team, by the way.</span></p>

<p><span><strong>Anthony (Rowsdower):</strong> I’ve been deeply involved in further developing KSP-TV. I spent quite a bit of time compiling data for use in a programming pitch I submitted. Hope I see a green light on it. Trust me here, so do you. Speaking of greenlights, we just gave a greenlight to our newest member, <a href="http://www.twitch.tv/n1tch"><strong>N1tch</strong></a>! Watch him every Monday at 3 PM EDT.. We also revamped the KSP-TV calendar a bit, so if you had previously synced your own calendars with the old one, please switch over to the one <a href="http://forum.kerbalspaceprogram.com/threads/84562-KSP-TV-Programming-Schedule"><strong>HERE</strong></a>.<br/></span></p>

<p><span><strong>Eduardo (Lalo):</strong> </span><span>.These days have been amazing. Because my daughter was born, I don’t have too much to say. I’m just that trying to be a good father and learning how to do it while also making the .25 plan :P</span><strong><strong><br/></strong></strong></p>

<p><strong>Rogelio (Roger):</strong><span> Working together with Dan on assets for the game and improving the pipeline.</span></p>

<p><strong id="docs-internal-guid-d2cfb29f-ccab-c6c7-40ce-c59746d14877"><br/><span>Hugo (Hugol): </span><span>.</span></strong>Hey, so this is my last week working here at the office (summer is over for me). I’ve got to say that this has been a great experience. All the guys at Squad are as crazy and awesome as you can imagine. I learned a lot from these little green dudes. However, school starts next Monday therefore I’ll be leaving Mexico this Saturday morning to keep on studying and hopefully get to do some more fun stuff for players like you in the future. Meanwhile I still have the rest of the week to work on tweaking the pieces I made and make sure they run nicely inside the game.</p>

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Mike (Mu): I’ve been continuing to work on the secretive administration building’s backend systems and, while awaiting the front end to be further along, working on a new logging system for our intrepid astronauts.

Does this mean the game will remember who the first kerbal to land on various planets was? stuff like that?

Also friendly reminder that people who talk about the admin building early will be fed to the company Tyrannosaurus.

Why keep it secret? isn't the intention of the dev notes to talk about what you're developing?

Also, you guys should make one of these for ksp: http://gnomoria.com/developer-plan/

Edited by r4pt0r
your're
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<snip>

[CinemaSins]Things! Excitement! Hype![/CinemaSins]

AKA: We developed stuff and it's pretty cool but if you talk about it, you'll be fed to a T-Rex.

Well... ok then.. good luck Hugo! Sad to see you go, but looking forward to what you added to the game. Here's hoping you come back some time :)

EDIT: I found something else I can talk about: Rogers and Dans 'assets'.. are these the sharedassets in KSP_Data? Here's hoping for some realistic solar flare in the style of Better Atmospheres or something..

Edited by ObsessedWithKSP
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Yeah, I feel that they need to show some pictures and some real content. What's the point in keeping the Administrative Building a secret?

short answer HYPE TRAIN CHOOOO CHOOO!!!!!!!!

On the other hand, wasn't really expecting to get picked as a tester, but after seeing the number of applicants, i'm pretty sure i'm going to end up somewhere in the middle 1/3 of that.

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short answer HYPE TRAIN CHOOOO CHOOO!!!!!!!!

On the other hand, wasn't really expecting to get picked as a tester, but after seeing the number of applicants, i'm pretty sure i'm going to end up somewhere in the middle 1/3 of that.

Don't you dare talk to me 'bout the HypeTrain. I am the HypeTrain driver, I know all about the HypeTrain.

Edited by Specialist290
Some thread cleanup.
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Yeah, that's absolute bull. Why would they do that?

The mods moved that and a few other posts because it broke down into a few posters taking potshots at one another. Even if you're upset at the info and the format, please try and keep it cool here.

Edited by Rowsdower
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I'm gathering I'm not allowed to be critical of the dev notes?

Let's try again.

I really wish the dev notes were more in-depth about "working on KSP" than "we're working on KSP." I feel like they're not very interesting dev notes otherwise. Could the devs please add more information, perhaps as it pertains to modding or what bugslips were fixed or perhaps what long-term goals will be reached because of development this week? Thank you for considering my request.

Edited by regex
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I'm gathering I'm not allowed to be critical of the dev notes?

Just to state this publicly, yes, criticism is fine, just don't let things get out of control and please do not repost deleted messages without running it by myself or any one of the moderators. That goes for everyone. As is, the message is fine.

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Why are so many posts in this thread being censored?!

Its a fairly common view that theres been little meat on the bones of recent devnotes, even before .24

I was going to start a thread about it, but they usually get merged with this one so i kept it in here.

dont make jokes about "secret plans" in your dev notes. that kind of stuff is filler and is useless to anyone reading devnotes for notes on development.

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Why are so many posts in this thread being censored?!

Because the ones that were originally taken off dealt with an argument. Regex's second attempt at a repost was taken care of because it was a repost of a deleted message that I hadn't gotten a chance to clear before the third was posted.

Now - back on topic, shall we?

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Yeah, I feel that they need to show some pictures and some real content. What's the point in keeping the Administrative Building a secret?

Because if they show the community something that doesn't make it in, or needs to be changed to be fun (or even work), some people may decide they can't live without it, that dropping it is the deepest betrayal, it's end of the world, dogs and cats will now live together, cue mass hysteria, the one you showed us was perfect this one sucks, lots of fires to put out, etc etc etc

Until the feature is solidified and Squad is confident what is previewed to the community will essentially what is going to be delivered, expect these cards to be played close to the chest

TL;DR - Creating expectations which may not be met becomes a PR disaster (once bitten, twice shy, et al)

----------

Any chance of a 0.24 part tools update (which hopefully/maybe/please fixes the animations in Unity versions above 4.2.2)?

Criminy Jiminy that sounds like a huge chunk of code for a list! What else does that chunk do with the list (beyond displaying the list itself)? How much did you manage to shave off the 3600 count in the end?

Wish I had time to help with testing, but I know I just don't have the time to meaningfully contribute there :\

Edited by NoMrBond
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Goodbye Hugo! Your work is appreciated! (We need another intern!)

On another note, the reason this stuff isn't discussed in depth is because if something has to be removed, the community would be in uproar. The primary cause of that is people constantly nagging about development speed, causing it to be released quicker, causing missing features.

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So basically SQUAD is afraid of the community that they think is so great. That makes no sense. SQUAD has proven that they are hell bent on making this game their way despite what anyone in the community says about the matter, what do they have to worry about? It's downright ridiculous to lay the blame for poor dev communication on the community.

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So basically SQUAD is afraid of the community that they think is so great. That makes no sense. SQUAD has proven that they are hell bent on making this game their way despite what anyone in the community says about the matter, what do they have to worry about? It's downright ridiculous to lay the blame for poor dev communication on the community.

The community means a lot to them. They don't want to upset the community by showing them a present, and taking it away because they misjudged pricing.

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The community means a lot to them. They don't want to upset the community by showing them a present, and taking it away because they misjudged pricing.

Squad is a gaming company inside a larger marketing machine. You really think that hasn't anything to do with it? Marketing is.. well, let's say I'm not a fan of marketing..

It is a fact Squad act different that most gaming companies. And that isn't always a good thing.

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People need to understand that KSP has become way too large and popular for the developers to be candid and open about the details. If they were, the community would take them apart like a cybernetic honeybadger with a permanently pressed berserk button. Complete openness is something you can afford when every one of your players is your chatroom buddy or forum friend; but there comes a point in any popular title's life when the vast majority of your players is an anonymous blob of entitled customers who never interact with you. And they're not going to read dev releases directly like friends and buddies do, they'll read what other people regurgitate about the dev notes like entitled customers do.

Don't blame Squad, blame yourself and your fellow community members. If you, the incensed dev note reader, can't even keep it mature enough to avoid triggering moderation on the first half of the first page of a dev thread, then you are not pointing out a problem, you are the problem. If this behavior did not exist, then Squad would have free reign to release whatever info they wished without having to implement expectation management. If you want to change the way things are, strive to make the community more mature and understanding - ideally by starting with yourself. I mean, why would you be accepting anything less than the highest standards for your own behavior anyway?

Don't accept less than the highest standards for yourself. It's easy! Just follow

.
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Someone causing problem B will (sub)consciously object to being compared to someone causing problem A - let me try another route.

The problem are not the players that can handle the truth and live with "developing development" goals, the problem are 1. players that cannot accept "being lied to" (when plans simply change from what previously was intended and announced) and 2. players that receive second-hand information about plans as set in stone goals.

Even a handful of the first group can set a forum ablaze and every one of the second is one to many in regards to publicity.

I think there is some truth in what regex wrote elsewhere, that Squad has no clear path set to reach a fixed goal. Development of KSP might be a bit more on the fly than usual, but that is OK, the team is small and therefore can communicate effectively. Maybe new features evolve by implementing them into the game and receiving feedback from testers about what works well and what was a mistake - so while the overall goal of "we want to add frosting to our cake" might be clear, the decision about what kind of frosting and how to add it is made directly in the kitchen.

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Congrats Lalo :). Understandable that your week was full with priorities other than KSP. Would be lovely in case you introduce any reference to the event with a future KSP version.

Hugo, thank you for all you did while at Squad. Best of luck with school.

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