Right now I'm working on the server code, finalizing registration and lobby systems. There are also some card interactions that still need work.
I will organize a semi-public test sometime during the 3 month gap after Conflated Diva releases.
There are a few game-breaking bugs and interactions that would need more time to figure out before trying it out in public environment. I'm not fully satisfied with how some of the inner workings turned out and might need to rewrite some fundamental pieces of code in the process. At least I know why they happen though, for the most part. Sorry guys.
I'll have to delay this by a few weeks, definitely not happening before the 6th. It should be ready around mid/late November still. Less free time due to IRL stuff and new cards introducing weird mechanics slow me down. I'll probably aim for an incomplete beta release with main focus on playability, some of the other planned features expected from such platform might not be all ready on release.
I will use the official translation as the default, but I will also keep the wiki text as a separate "en_wiki" language option. (or I guess "en_fan" makes more sense)
I posted these on twitter last month, but I guess it doesn't hurt to have them here too:
I might be slightly off in my original plans, but I guess I'm still in schedule and a semi-public Discord test will still happen in the second half of this month. The old lobby code I had lying around ended up being way too ancient and unreliable, so I will have to rewrite it from scratch, but that should take only a couple of days.
There are still some issues I'm investigating before that, and a few card-specific mechanics need reviewing, but these should be done in the following 1-2 weeks.
The product leaks for the English precons showed 6th of Nov, but it's up in the air as we have no official confirmation yet.
I plan to release Open!batoru to the public shortly before that date.
We did a small test to hype up the community in light of the English release, using the Ansap/Niji precons. Thanks to LaprioArcaena and Neet.
https://www.twitch.tv/videos/1109473420
July I'm finishing all relevant mechanics and fixing all critical/known bugs. August I'm finishing the server/lobby code (part of it is already done since 2 years ago, so it would be mostly reviewing old code). Semi-public test in August/September, official public release in October/November. This is final.
Find me on Discord: Aquamirror@2950
@Q4Nine It's very optimistic, but yeah, as I said, don't take my word for it. I am very bad at giving estimates. Sorry.
The Spirit/Performer part is shown when you hover over the class in the preview. It's just too long to have both at the same time. Now I see Servant # has "Origin Spirit", that's a mistake I must fix.
@UselessPrince You can add people as friends and private text chat with them without being in a server. I've made the twitter recently, but at this point it's only for reposting the videos for a tiny bit more exposure. I will continue using this place as the general page for progress info.
About release, I really don't wanna give estimates, as I have already done that way too many times ending up being incorrect. There is a realistic scenario for a DS-only release in 3 months though, but don't take my word for it.
I'm on Discord, but I don't wanna force you to register there. It's kinda hard to coordinate outside of it though. I think I have a Telegram account I can use, but.. eh. I can't just put the link here yet. (:
It's not ready for release, but if you wanna do a test game, we can think of something...
I'm temporarily busy with other stuff so I've put it aside. Last time I was rewriting the effect handling code as I had made it more complex than it actually is in WIXOSS due to misunderstanding of the rules (oops). I should resume work in April.
Did another test with a remote player using his own deck, we finished 2 games and got some valuable feedback. I will continue investigating some rare bugs, but for now it seems most of the desync issues have been solved and games run smoothly. There are a few DIVA cards that haven't been fully implemented yet, but that is more due to laziness than anything else. I might continue testing with other people 1v1 and hopefully record another game soon.
Connection is now reliable. I'm investigating some rare desync issues caused by bad logic in mechanics or broken card code.
I've also made a trello board to track progress, although it's not very comprehensible.🙃
https://trello.com/b/RDb5uzm0/openbatoru
Results from today's tests: We managed to play some games, but it's still rather unstable. This month's focus will be on improving the netcode reliability.
Initial remote connection with the server has been established successfully for the first time.🥳
Plan for tomorrow is to further fix/update all remaining netcode using the new connectivity method, and attempt remote play with a friend.