Mike Wallis 2/19/01 Dominion Wars .plan file

Overview:
The project hit Alpha this week.

Both the Federation and Dominion campaigns, 20 total missions - 10 for each side, are now in and fully functioning. Multiplayer has been a major focus of the team's, and this build brings us improved stability, Gamespy Arcade integration, 4 fully selectable races, and 3 playable maps.

Design:
Each of the missions range from 50% to 90% complete. Lead designer Chris Klug is working to balance and streamline the flow of each mission, as well as provide some surprises for the player. Ship functionality and balance has been a major focus of the development team, especially in multiplayer. The team is going over each ship with a fine toothed comb, measuring it for speed, maneuverability, firepower, engine power, shield and hull strength, recharge rate of weapons & shields, weapon firing arcs, overall cost, and other factors. We're ensuring that no one ship can control the game, although there are some that come close.

Technology:
Major crash bugs have been relatively sparse, which will only help to speed the testing time. With multiplayer much more stable than in previous builds, we are in a good position to add in the game's remaining functionality-none of which is major. Special case coding will be required to handle some of the game's missions such as beaming troops onto a planet, docking with DS9 or a Starbase, or transporting cargo. Over the past 1-2 weeks the programming team has been optimizing the code base, and they have almost tripled the overall performance! Since the game was by no means slow to begin with, this only means we'll be able to do more. Lots more: the art team will be able to put in additional special effects, multiplayer will be able to handle larger fleets, and the "brains" of the game (ship captains and pathfinding) will be improved. This was a major achievement! Importing ships from Starship Creator: Warp II is now functioning in multiplayer, however captain's portraits are not being brought over at this time. That part will be working soon, though. We need to identify easily the ships that are being imported, as well as have them download to the other players in multiplayer games. Currently that is not functioning properly.

Art:
A newer, streamlined interface will be in an upcoming build (1-2 weeks) that incorporates the ability to attack specific ship systems (weapons, shields, or engines). It will replace the current "attack port/starboard" icons on the tactical ring. A new transporter control system will also be implemented soon. Control of away teams will be much easier with this new system. A new icon-based targeting system will also make an appearance in the next build. This is a much needed enhancement to the "threat" engagement system currently used. Plasma venting, where did it go? I'm sure it will be back.

Until next time,

-Mike