Full notes
Full La Porte des Fauconniers : Guerre Médiévale update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Falconers !
What changed
- Server
- Performance
La Porte des Fauconniers : Guerre Médiévale changes
As we approach the implementation of our alpha 0.1.0 (solo) we wanted to take the opportunity to tell you about the development path that we are going to put in place for the end of the year 2021 and the year to come !
In our ALPHA 0.1.0 you will be able to begin to discover the mechanics that we wish to set up in "La porte des Fauconniers". Keep in mind that this is only the beginning of the adventure and that the game will evolve quickly over time, so don't panic if things don't appeal to you !
GOAL FOR END OF 2021 :
Implementing cavalery
Our main objective once the alpha is in line will be to set up the cavalry.
We will thus have set up all the basic mechanics of all the units in the game. From there, we can start improving them, making them more functional and debugging them.
It is also important for us to implement the cavalry from the start so that we can implement the complete AI overhaul.
AI Overhaul
We have deliberately set up a very basic AI to save time in the pre-alpha phase. We didn't want to bother making too complex AI when we lacked archers and cavalry.
Once the horses are in place, we will have an overview of what our AI should do and it will be much simpler and more concrete.
600 units on screen
The next step for us will be to succeed in displaying 600 agents on the screen simultaneously.
The goal is to pave the way for us to set up 3vs3 in multiplayer since if each of you comes with your 3 units, you will actually be around 600 on the battlefield.
We think about optimization in terms of target material. For us, it's imperative that the game runs well on a high-end 2017 setup. So we want those 600 agents to perform well on a 1080 and an I5-4500.
For the others, it will be necessary to lower the graphics until we improve in the field.
2022 STEP BY STEP :
January 2022 : Mainly a stabilisation phase for us :
- Optimisation,
- Bugfixes,
- Skill trees improvement.
February 2022 : We attack the hardest ! - First iteration of the multiplayer game mode 1vs1 - We increase the number of players to reach 3vs3 - Unit personnalisation
March 2022 : From here, everything will depend on our performance on the multi - If 3vs3 multi game mode is working fine, we will start to implement siege battles and artillery. - If we struggle too much, we continue on the multi and we postpone this phase to the next month.
May 2022 : From here the development can take two branches.
If we have a little success and a stable community, we will start to explore the feasibility of the multiplayer campaign.
If that's not the case or we're a little behind, we stick to the plan and make sure the multiplayer battle mode is running smoothly.
Above all, keep in mind that there are only 3 of us ! On top of that, as French people we spend a lot of time arguing and sometimes it slows us down ! May the holy Baguette guide us towards the success of our goals! We are counting on your support, bear with us!
Thank
Source
Changelog.gg summarizes and formats this update. How we read updates.
