THE PLAN
Posted: 17 Sep 2016, 11:01
So, it's no secret that work on A2XT has slowed to a crawl since MAGLX2.
With the SMBX2.0 beta release imminent, though, some people are looking back towards A2XT episode 2, and wondering what's happening.
So, here is a proposed plan for getting development up and running, to get the final stretch done for release.
STEP ONE
Update to SMBX 2.0, beta 3.
The current hacked exe is completely broken (more on this later). It's also not portable. Now that 2.0 can do everything we needed the hacked exe for, we no longer actually need it. Instead, when 2.0b3 is released, I will be porting everything over to that.
At this point, the LunaLua version will be LOCKED DOWN. Unless a feature is added that is necessary for A2XT later, no updates to LunaLua will be made after this point. This means we can be sure that, when things work, they will work at release.
STEP TWO
Convert all graphics to .png, and neaten the resources folders.
Graphics are currently in .gif format, but since they would now be packaged as part of an episode, there's no reason for this. By converting to .png, we could save a lot of filesize. There are also some odd changes that have been made to other resources folders (high quality audio being replaced with MIDI, despite that not saving much in terms of size), and I will also be stripping out any resources that haven't changed from default.
I will also need some help at this step, as every single level will need to be re-tested and fixed, to be sure that everything works in the new version.
STEP THREE
Move to github.
The OneDrive system has failed abysmally. Unsanctioned changes have been made with no way to revert them, at one point the entire exe was corrupted and will no longer launch. There are also all sorts of syncing issues.
For SMBX2.0 development, a git repository was used. This is a common solution for game development projects, and works incredibly well.
Of course, many people here won't know how to use git, but I will also be making a step-by-step tutorial on setting up SourceTree, in order to have access to the A2XT data.
This will give us a much more controlled way of accessing data, and will allow us to revert any problematic changes, and see what caused them.
STEP FOUR
Build Cinematx and finalise systems such as towns and shops
A lot of this is on RockytheChao, as he's the developer of Cinematx. Currently Cinematx is very broken, and the plan is to use it for towns and cutscenes, so it should at least reach a point where it works, even if it's not fully featured.
As for finalising systems, we have an idea of what will go into towns (Leek Sanctuaries, Quests, Minigames, Item Shops, Costume Shop, Catllama Stables etc.), and plan to keep these consistent between towns. Currently however, there is no blueprint for any of these except the Leek Sanctuary, so these are currently just a gap in town development. Finalising what these will look like and how they will work will allow towns to be made.
STEP FIVE
Build towns, remaining levels, bosses, cutscenes, hub, maps etc.
This is the step that most people will come into. At this point, all the systems should be in place, and it should just be a case of building the environments, and we should be done. Once all the basics are in place, this should be very easy, as changes to underlying systems such as CinematX won't be taking place and changing things, potentially breaking things made here.
Of course, people are welcome to make any of these at any point, but with a reminder that they will need revisiting at this step in order to ensure they still work.
STEP SIX
Testing and rebalancing.
By this point, the game content should be complete. Then, a final bout of testing, rebalancing levels, adding or removing raocoins from levels to balance shops, etc.
Once this is all done, the game will be complete, balanced and ready to go. Any final polishing can happen here, but no major changes.
STEP SEVEN
Send raocow the game.
By this point, the game is done and ready to go, so we can send it to raocow without any problems.
That should be everything. Every project, large or small, needs a gameplan. One of the issues with A2XT so far has been a lack of an organisational plan. When it's just "making levels", that's not really an issue, but once it gets to the stage of compiling those levels into a game, organisation is key.
Hopefully this should provide a goal for us to aim towards, and help people understand what actually is happening on the project.
With the SMBX2.0 beta release imminent, though, some people are looking back towards A2XT episode 2, and wondering what's happening.
So, here is a proposed plan for getting development up and running, to get the final stretch done for release.
STEP ONE
Update to SMBX 2.0, beta 3.
The current hacked exe is completely broken (more on this later). It's also not portable. Now that 2.0 can do everything we needed the hacked exe for, we no longer actually need it. Instead, when 2.0b3 is released, I will be porting everything over to that.
At this point, the LunaLua version will be LOCKED DOWN. Unless a feature is added that is necessary for A2XT later, no updates to LunaLua will be made after this point. This means we can be sure that, when things work, they will work at release.
STEP TWO
Convert all graphics to .png, and neaten the resources folders.
Graphics are currently in .gif format, but since they would now be packaged as part of an episode, there's no reason for this. By converting to .png, we could save a lot of filesize. There are also some odd changes that have been made to other resources folders (high quality audio being replaced with MIDI, despite that not saving much in terms of size), and I will also be stripping out any resources that haven't changed from default.
I will also need some help at this step, as every single level will need to be re-tested and fixed, to be sure that everything works in the new version.
STEP THREE
Move to github.
The OneDrive system has failed abysmally. Unsanctioned changes have been made with no way to revert them, at one point the entire exe was corrupted and will no longer launch. There are also all sorts of syncing issues.
For SMBX2.0 development, a git repository was used. This is a common solution for game development projects, and works incredibly well.
Of course, many people here won't know how to use git, but I will also be making a step-by-step tutorial on setting up SourceTree, in order to have access to the A2XT data.
This will give us a much more controlled way of accessing data, and will allow us to revert any problematic changes, and see what caused them.
STEP FOUR
Build Cinematx and finalise systems such as towns and shops
A lot of this is on RockytheChao, as he's the developer of Cinematx. Currently Cinematx is very broken, and the plan is to use it for towns and cutscenes, so it should at least reach a point where it works, even if it's not fully featured.
As for finalising systems, we have an idea of what will go into towns (Leek Sanctuaries, Quests, Minigames, Item Shops, Costume Shop, Catllama Stables etc.), and plan to keep these consistent between towns. Currently however, there is no blueprint for any of these except the Leek Sanctuary, so these are currently just a gap in town development. Finalising what these will look like and how they will work will allow towns to be made.
STEP FIVE
Build towns, remaining levels, bosses, cutscenes, hub, maps etc.
This is the step that most people will come into. At this point, all the systems should be in place, and it should just be a case of building the environments, and we should be done. Once all the basics are in place, this should be very easy, as changes to underlying systems such as CinematX won't be taking place and changing things, potentially breaking things made here.
Of course, people are welcome to make any of these at any point, but with a reminder that they will need revisiting at this step in order to ensure they still work.
STEP SIX
Testing and rebalancing.
By this point, the game content should be complete. Then, a final bout of testing, rebalancing levels, adding or removing raocoins from levels to balance shops, etc.
Once this is all done, the game will be complete, balanced and ready to go. Any final polishing can happen here, but no major changes.
STEP SEVEN
Send raocow the game.
By this point, the game is done and ready to go, so we can send it to raocow without any problems.
That should be everything. Every project, large or small, needs a gameplan. One of the issues with A2XT so far has been a lack of an organisational plan. When it's just "making levels", that's not really an issue, but once it gets to the stage of compiling those levels into a game, organisation is key.
Hopefully this should provide a goal for us to aim towards, and help people understand what actually is happening on the project.