Ultimate space simulation software

 
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Space Pilot
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22 Sep 2018 18:18

JKerman wrote:
The way I see it, it’s just going to be more of these new ideas and the release won’t be for years. There’s a point where you just have to say, “okay, I’ve added enough, I should just get what I already have working and then release it.”


Well, lets see what spaceengineer says about your comment.
To a Galaxy billion light-years away from a Dark World.
 
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Stellarator
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22 Sep 2018 18:27

JKerman wrote:
Source of the post  “okay, I’ve added enough, I should just get what I already have working and then release it.”

Hopefully that will be v1.00.
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Andromeda
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22 Sep 2018 20:03

It's been over two years since the last update. I honestly don't get the purpose of this ridiculously slow update schedule, it will only hurt the program's popularity.
 
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Space Pilot
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22 Sep 2018 20:45

Andromeda wrote:
It's been over two years since the last update. I honestly don't get the purpose of this ridiculously slow update schedule, it will only hurt the program's popularity.


Probably of course. maybe for the next version, he should create a list of features for the next version and work on those said features instead of randomly adding too many of them.
To a Galaxy billion light-years away from a Dark World.
 
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SpaceEngineer
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23 Sep 2018 03:08

JKerman wrote:
Source of the post The way I see it, it’s just going to be more of these new ideas and the release won’t be for years. There’s a point where you just have to say, “okay, I’ve added enough, I should just get what I already have working and then release it.”

This is what I doing 95% of the time, but nothing to report in blog posts. Users wants updates, so I must do something cool to show. These "small random additions" are just 5%, but produces some content for blog posts.
Or you want to read 100% technical blog posts?
 
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The_Blazer
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23 Sep 2018 08:04

SpaceEngineer wrote:
Source of the post Or you want to read 100% technical blog posts?

I'm pretty sure there's people who would enjoy that... there are many popular technical/programming blogs out there after all. I'd be interested for one! It might also help the PR for the game, people tend to be more invested in projects that update frequently.
Born too early to explore space... but just in time for Space Engine!
 
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JackDole
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23 Sep 2018 09:29

The_Blazer wrote:
Source of the post I'm pretty sure there's people who would enjoy that... there are many popular technical/programming blogs out there after all. I'd be interested for one! It might also help the PR for the game, people tend to be more invested in projects that update frequently.

I suppose the question from SpaceEngineer was meant as a joke!
If he wanted to write a 100% technical blog post, when would he have time to program?
 
Inarius
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23 Sep 2018 09:47

@JKerman Have you ever tried to program something by yourself ?
It's 5% time of "i do something cool, let's try a new feature", then, 20% time recoding other things because the bigger your program, the longer each "new feature" takes time to implement, then well, something like 25% of your time testing (if I do this this way, how will this other function react ?), in every possible way your new feature, then 40% debugging, and at last 10% rough optimization.
And when you have finished all these new features, this adds new bugs to solve, and a new round of optimization, and most of the time, even a new round a "recoding other things", too.
Perhaps i'm slightly exagerating, but for 1 new feature, you take MOST of your time in "coding stuff", things invisible, and long. And i'm not even a professional coder...
 
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Mosfet
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23 Sep 2018 10:51

Indulge me for a moment, folks: If you really feel that urge of declaring something like "Why isn't this available for download yet", "This will take forever because..." and similar, after each and every blog post, well... It's off-topic.
Feel free to express your frustration in General 0990 discussion. Thanks <3
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Jimlarck
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23 Sep 2018 23:20

[quote="SpaceEngineer"][quote="JKerman"][post]22977[/post] The way I see it, it’s just going to be more of these new ideas and the release won’t be for years. There’s a point where you just have to say, “okay, I’ve added enough, I should just get what I already have working and then release it.”[/quote]
This is what I doing 95% of the time, but nothing to report in blog posts. Users wants updates, so I must do something cool to show. These "small random additions" are just 5%, but produces some content for blog posts.
Or you want to read 100% technical blog posts?[/quote]
Hey man, love the progress but I wouldn't mind technical posts. Don't have to get too into details to the point that that it would take longer to get work done, but the work you do it pretty neat so I'm always down to read more about it. I hope you don't feel the need to come up with fancy features to have something to show in the blog post, whatever work and polishing works for us.
 
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27 Sep 2018 16:29

Ok....so at the risk of getting flagged for posting in the wrong thread, I do sense some frustration and hostility here that is a little much in my opinion. I just joined to weigh in on this a little. So from my time in game development things aren't as simple as just having an "open beta", or polishing up what you do have to push a release. Usually when designing a game, between each major iteration, you have a set list of things you want added and addressed. Sure some things may come along that you want to fit into the schedule, but for the most part it's already on the design doc. However, adding new things and changing mechanics often adds more bugs, and in my experience can break the games code. This means more bug testing, coding, and redesign are needed. Not only that, but often features may not pan out the way you wanted them to. It can be a number of reasons from not being favorable during play testing to the games code simply being unable to run such a feature. This means more removing and recoding. This is made even harder by the fact that this game is running as a real simulation. Meaning the physics and mechanics must run as accurately as possible to the real world.

You will almost always miss a milestone of thirty in development, and have to make one of two hard choices. Do you scrap what you were working on and move along? Or do you push the milestone marker back? Devs spend weeks and months working on systems that will be overlooked within about five minutes, but are integral for the games user interaction. The fact that these peeps are doing this for free, only asking donations, and have accomplished this much is already an amazing feat worth praise and a lead design position. They are working on these systems, so that when it is released the sim isn't viewed as broken or lame. So please, be patient. From what I've seen of the public releases so far, it'll be worth the wait. Also, if you had the update now, you'd probably hate it from the amount of bugs and how broken it might be.

TL;DR: Development is stressful and hard, putting pressure on devs to push out an unfinished product only helps to demoralize and derail them.
 
aaronsb
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27 Sep 2018 21:56

Rule #327 of developing software as the primary developer: Don't spend a lot of time writing blog posts, write software instead. You'll have the coolest dev blog around, and maybe even win awards. But your software won't be done enough for a release.


[quote="SpaceEngineer"][quote="JKerman"][post]22977[/post] The way I see it, it’s just going to be more of these new ideas and the release won’t be for years. There’s a point where you just have to say, “okay, I’ve added enough, I should just get what I already have working and then release it.”[/quote]
This is what I doing 95% of the time, but nothing to report in blog posts. Users wants updates, so I must do something cool to show. These "small random additions" are just 5%, but produces some content for blog posts.
Or you want to read 100% technical blog posts?[/quote]
 
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Dr. Kaii
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28 Sep 2018 02:38

I find that when I have a new idea to implement, and I get a working albeit buggy version up and running, I don't like to send it out to open beta for fear that it will put people off using it. I want people to use my stuff, and if the first time they encounter it it really sucks, they get a negative association with it and then even when it's finished, it doesn't get picked up. So I try to avoid open betas as much as possible.
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GP300
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28 Sep 2018 09:25

[quote="The_Blazer"][quote="SpaceEngineer"][post]22995[/post] Or you want to read 100% technical blog posts?[/quote]
I'm pretty sure there's people who would enjoy that... there are many popular technical/programming blogs out there after all. I'd be interested for one! It might also help the PR for the game, people tend to be more invested in projects that update frequently.[/quote]

Wouldn't it be better for everyone(!) to let Vladimir concentrate/focus on real development work instead of starting a technical blog with facts that only 15% of us in here fully understand or need/wanna hear about? All of us in here understand that a finished update is what we ALL want, right?.
 
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SpaceEngineer
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08 Oct 2018 10:55

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