PotBS Dev Tracker

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Taelorn
1 in thread The Buccaneer [In Concept]
The changes to the existing pirates would still leave them with flexibility in choosing their skills to create different builds/playstyles. There are things we want to do with the Buccaneer that simply aren't possible within the framework of the existing career, even without the huge balance implications.

We don't have any plans to increase skill strength over what they're at now, but we do want to remove and clean up the clutter. In doing that, there will be a strength increase from having more skills that are useful. Once we're at that point, we'll be able to evaluate the overall strength and impact of careers and determine what additional adjustments we want to make.
ktatroe
1 in thread New Devlog: Sharing Game Data [Devlogs]
I need to get this into the API documentation still (I'll be posting a new version of the documentation along with some minor revisions to the API based on comments and requests here early next week), but here's a map you can use for building map-based tools: http://www.burningsea.com/downloads/...r/WorldMap.png
ktatroe
1 in thread New Devlog: Sharing Game Data [Devlogs]
Quote:
Originally Posted by jerseyboy
Here is my concern about posting economic data. Currently the AH works as it is designed. It is EXTREMELY refreshing to be dealing in an environment which basically amounts to the anti-WOW-AH.
Understood, for sure. Design is involved in every step of the way to ensure that the bits of data we release through the API are bits of data they want to see exposed, and nothing more.

We give Design a list of what we can expose, and they then decide what we should expose. In general, we're trying to be somewhat conservative in what we start out with, and expanding as we learn more about how releasing this data has (or doesn't have) any impact on things.

In other news, we have what I believe is the first complete implementation of part of the API "in the wild"! PotBS Wiki has added NvN status to their server pages: http://potbs.wikia.com/wiki/Category:Servers. Woot!
ktatroe
1 in thread Data Service API [In Concept]
Quote:
Originally Posted by Lord Alderaan
For your information: Potbswiki now updates the Victory Status and Current Map of the Servers every night using this API.
That is Awesome!
Danicia
1 in thread Happy Birthday garbad =) [North America]
Quote:
Originally Posted by jadedduck1
SWG 4 LYFE NOOB! IT IS MY LIFE! IM GOING TO REPORT YOU ON TEN ACCOUNTS(HALF THE SERVER) AND GET YOU BANNED, BECAUSE THIS IS MY GAME AND I OWN IT.
IF I WAS CAPABLE OF LOVE I WOULD <3 CAMEL.
I love you.
Danicia
1 in thread Kudos: Danicia and support [North America]
That post made my day. *chuckle*

At least it was a better translation with Google Translate than I would have received at Babelfish.
Danicia
1 in thread Last one to post here wins. [North America]
I will gladly enjoy stinky breath if I get to win this thread.

/enjoys her coffee breath
Danicia
1 in thread So, tell me about France. [North America]
Quote:
Originally Posted by Sosobo
Is there no way toadd ignore on the forums?
There is. Go to someone's profile and you will see in the middle of the page "Add *insertnamehere* to Your Ignore List".

I recommend it to people all the time.
BSharp
1 in thread New Devlog: State of the ArtCo [Devlogs]
Quote:
Originally Posted by Starfleet
When I was at uni (I dropped out for health reasons) we constantly got it drummed into us that we had to be good at texturing, modeling, lighting, rendering, animation.. etc.. Ie a 'generalist'...I was being penalized for the fact that I was 'good' at one area and poor at others.
For a host of reasons, a 3d program like Max or Maya is like a university where you're expected to major in every department.

Imagine going to college and in four years being expected to have degrees in Law, Physics, Art, Math, French, etc. Absurd, right? How about an art college then? Am I expected to have degrees in Graphic Design, Illustration, Painting, Textiles, Industrial Design, Fashion Design, Architecture, Photography, etc, upon graduation? Of course not, right? Okay, degrees aside, am I expected to at least have professional level working knowlegde of all these areas of design? Nope.

It's wierd, you put 3D computer technology into the equation and suddenly you're expected to have professional level working knowledge of Animation, Character Design, Character Modeling, Character texturing, Environment Modeling, Environment Texturing, Lighting, Special Effects, Rigging, etc...and no one in education seems to recognize how wrong this is.

The truth is, today it takes just as long to be a professional level animator as it did 40 years ago - maybe even longer because now you have to learn all of this computer technology too. Becoming a professional commercial artist is hard work. Why do you suppose people think it's easier today?

I have a theory.

My theory is that there is a lot of mythology about computers in art. The myth states that all you need to do to be an artist in the computer field is learn software. Learn Maya = Learn Art. I'm not sure how that happened. It is no different than believing one is a good writer because they've mastered MS Word. Does Learn Word = Learn Writing? Why is it so easy to see this thinking is so fundamentally flawed when it comes to writing and so difficult to see when it comes to art? Maybe because we all write, so we have some insight into how difficult it is to be good at it; but we don't all do art, so we don't have the same insight.
Marion vanGhent
1 in thread Plans, Books & Resources [Shipwright Discussion]
Gunboats of this sort were far more popular towards the end of the 18th century than the beginning. I'm not entirely sure if your search for plans for them will be fruitful.