Limelight Forums

Full Version: MESKA - Metrics, Skills, Achievements & Fishing Overhaul
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
Jesus fucking christ this is awesome. Please please please let us hang the fish on our walls so I can finally feel like I'm playing The Sims (a very good thing for me).
(May 9, 2019, 06:03 AM)pufitee Wrote: [ -> ]WHY U BRING OUT WHEN I AM BANNED

cause ur a noob
Great job everyone!
Further fixed and improved the dynamic-grow of box sizings!


Old:

[Image: NvKQHT3.gif]

New:

[Image: qV6dfMM.gif]

[Image: bt77jnI.gif]
Damn! Looks good!
I can see a lot of work was put into this!
Thanks very much for all your great work on this, Burnett. No update thread can really do justice to just how much excellent work you've put into this for a long time.

So that everyone is aware, the MESKA update has been a very long-term effort for several developers, with Burnett leading core development of the MESKA systems. A huge amount of planning, design work, and even maths has gone into planning this out, and fishing is only the first step - we've even been quietly tweaking updates and our long-term gamemode planning to prepare for MESKA, while Burnett finished the core systems.

So what's next? In the coming months we're going to assign the bulk of our development team to MESKA updates. Once my exams are finished, I'll be focusing on mining/crafting. Doc is going to give woodcutting and contraband a crack, if I remember right. Other projects include pharmaceuticals, farming, cooking, etc. We aim to release all to level 50, balance things out, and then in the future we can increase the level cap. 

I can't promise it'll come any time soon as you know how that turns out, but we are working on it. After my exams I'd like to release another dev blog detailing our core dev plan for the coming year so we can get feedback on that - it focuses on reviewing all of our existing gamemode systems and adding depth and connections with MESKA to those that have a place, while trimming or merging features that are just kind of 'there' without any real purpose. We want CityRP 2 to feel more like a cohesive game, rather than a collection of mods. 

Again, thanks and well done to Burnett, Bambo, Doc, and everyone else in the dev team who put time and effort into this!
(May 11, 2019, 10:34 AM)Faustie Wrote: [ -> ]Thanks very much for all your great work on this, Burnett. No update thread can really do justice to just how much excellent work you've put into this for a long time.

So that everyone is aware, the MESKA update has been a very long-term effort for several developers, with Burnett leading core development of the MESKA systems. A huge amount of planning, design work, and even maths has gone into planning this out, and fishing is only the first step - we've even been quietly tweaking updates and our long-term gamemode planning to prepare for MESKA, while Burnett finished the core systems.

So what's next? In the coming months we're going to assign the bulk of our development team to MESKA updates. Once my exams are finished, I'll be focusing on mining/crafting. Doc is going to give woodcutting and contraband a crack, if I remember right. Other projects include pharmaceuticals, farming, cooking, etc. We aim to release all to level 50, balance things out, and then in the future we can increase the level cap. 

I can't promise it'll come any time soon as you know how that turns out, but we are working on it. After my exams I'd like to release another dev blog detailing our core dev plan for the coming year so we can get feedback on that - it focuses on reviewing all of our existing gamemode systems and adding depth and connections with MESKA to those that have a place, while trimming or merging features that are just kind of 'there' without any real purpose. We want CityRP 2 to feel more like a cohesive game, rather than a collection of mods. 

Again, thanks and well done to Burnett, Bambo, Doc, and everyone else in the dev team who put time and effort into this!

You know, in other, more competitive environments, projects like this would make one's career.

I just want you to know the weight of this: There have been game development companies, both Triple-A and indie, that have all tried
and failed at creating a cohesive, easy-to-understand skill system into their games. But you did it.
You know, if Limelight was a standalone game, it would be a best-seller.

I am by no means your boss, but if I were you, I'd take a day off or two after the exams and enjoy myself because you did good today, boss.
no e-rp skill?
(May 11, 2019, 02:12 PM)Markus Wrote: [ -> ]
(May 11, 2019, 10:34 AM)Faustie Wrote: [ -> ]Thanks very much for all your great work on this, Burnett. No update thread can really do justice to just how much excellent work you've put into this for a long time.

So that everyone is aware, the MESKA update has been a very long-term effort for several developers, with Burnett leading core development of the MESKA systems. A huge amount of planning, design work, and even maths has gone into planning this out, and fishing is only the first step - we've even been quietly tweaking updates and our long-term gamemode planning to prepare for MESKA, while Burnett finished the core systems.

So what's next? In the coming months we're going to assign the bulk of our development team to MESKA updates. Once my exams are finished, I'll be focusing on mining/crafting. Doc is going to give woodcutting and contraband a crack, if I remember right. Other projects include pharmaceuticals, farming, cooking, etc. We aim to release all to level 50, balance things out, and then in the future we can increase the level cap. 

I can't promise it'll come any time soon as you know how that turns out, but we are working on it. After my exams I'd like to release another dev blog detailing our core dev plan for the coming year so we can get feedback on that - it focuses on reviewing all of our existing gamemode systems and adding depth and connections with MESKA to those that have a place, while trimming or merging features that are just kind of 'there' without any real purpose. We want CityRP 2 to feel more like a cohesive game, rather than a collection of mods. 

Again, thanks and well done to Burnett, Bambo, Doc, and everyone else in the dev team who put time and effort into this!

You know, in other, more competitive environments, projects like this would make one's career.

I just want you to know the weight of this: There have been game development companies, both Triple-A and indie, that have all tried
and failed at creating a cohesive, easy-to-understand skill system into their games. But you did it.
You know, if Limelight was a standalone game, it would be a best-seller.

I am by no means your boss, but if I were you, I'd take a day off or two after the exams and enjoy myself because you did good today, boss.


Appreciate your compliments, guys! It is quite funny how MESKA was a part of my RL journey.
Initial programming started in July 2017, one months before I accepted a job at a local tech-startUp.
While working on projects at that company, I made room for MESKA whenever possible.

Most core system were ready in December 2017 and I went into completing the others. 
In April 2018 all core system were done and I started testing the framework while working on coding the UI as layed-out by Bambo.
Up until July 2018 I implemented Obays+Fausties core specifics (skills, level cap, products like fish, rods, bait) and added Bambos achievements.
While testing the framework and newly added features, I noticed some bugs and found more ways to further improve the thing. Meanwhile we had to pause working on MESKA in order to focus on the US server.
In February 2019 I left the company I was working for in order to focus on new areas. This also allowed me to review the entire code of MESKA and to make notes on what needs to be improved.
By the end of March 2019 we were finally able to conduct dev-testing on the beta server. In a quite funny way, Faustie and Doctor Internet noticed that my initially developed formular for skills was not accurate. It was funny because until that day I strongly believed it was right, haha! (It still cracks me up because I thought it was the best formular - yet it was wrong - LMAO). So when Doctor and Faustie conducted their pro maths skills, they created a new formular.
Later Faustie spent additional hours on improving that formular like actually creating a skill-based curve for it.
Media Team started the hype train with adverts and crazy other stuff.
Finally, the whole team was involved one way or the other and we all kept working towards the final touch like adding/changing some of the achievements, days of discussing skills, adding tutorials etc. 

Teamwork right from the get go. Without the initial core concepts that so many staff members worked on, there would be no MESKA.

So while I really appreciate the compliments, we as a team, as a community, have created something great again! 


Cheers, Steve
(May 11, 2019, 05:40 PM)Burnett Wrote: [ -> ]
(May 11, 2019, 02:12 PM)Markus Wrote: [ -> ]
(May 11, 2019, 10:34 AM)Faustie Wrote: [ -> ]Thanks very much for all your great work on this, Burnett. No update thread can really do justice to just how much excellent work you've put into this for a long time.

So that everyone is aware, the MESKA update has been a very long-term effort for several developers, with Burnett leading core development of the MESKA systems. A huge amount of planning, design work, and even maths has gone into planning this out, and fishing is only the first step - we've even been quietly tweaking updates and our long-term gamemode planning to prepare for MESKA, while Burnett finished the core systems.

So what's next? In the coming months we're going to assign the bulk of our development team to MESKA updates. Once my exams are finished, I'll be focusing on mining/crafting. Doc is going to give woodcutting and contraband a crack, if I remember right. Other projects include pharmaceuticals, farming, cooking, etc. We aim to release all to level 50, balance things out, and then in the future we can increase the level cap. 

I can't promise it'll come any time soon as you know how that turns out, but we are working on it. After my exams I'd like to release another dev blog detailing our core dev plan for the coming year so we can get feedback on that - it focuses on reviewing all of our existing gamemode systems and adding depth and connections with MESKA to those that have a place, while trimming or merging features that are just kind of 'there' without any real purpose. We want CityRP 2 to feel more like a cohesive game, rather than a collection of mods. 

Again, thanks and well done to Burnett, Bambo, Doc, and everyone else in the dev team who put time and effort into this!

You know, in other, more competitive environments, projects like this would make one's career.

I just want you to know the weight of this: There have been game development companies, both Triple-A and indie, that have all tried
and failed at creating a cohesive, easy-to-understand skill system into their games. But you did it.
You know, if Limelight was a standalone game, it would be a best-seller.

I am by no means your boss, but if I were you, I'd take a day off or two after the exams and enjoy myself because you did good today, boss.


Appreciate your compliments, guys! It is quite funny how MESKA was a part of my RL journey.
Initial programming started in July 2017, one months before I accepted a job at a local tech-startUp.
While working on projects at that company, I made room for MESKA whenever possible.

Most core system were ready in December 2017 and I went into completing the others. 
In April 2018 all core system were done and I started testing the framework while working on coding the UI as layed-out by Bambo.
Up until July 2018 I implemented Obays+Fausties core specifics (skills, level cap, products like fish, rods, bait) and added Bambos achievements.
While testing the framework and newly added features, I noticed some bugs and found more ways to further improve the thing. Meanwhile we had to pause working on MESKA in order to focus on the US server.
In February 2019 I left the company I was working for in order to focus on new areas. This also allowed me to review the entire code of MESKA and to make notes on what needs to be improved.
By the end of March 2019 we were finally able to conduct dev-testing on the beta server. In a quite funny way, Faustie and Doctor Internet noticed that my initially developed formular for skills was not accurate. It was funny because until that day I strongly believed it was right, haha! (It still cracks me up because I thought it was the best formular - yet it was wrong - LMAO). So when Doctor and Faustie conducted their pro maths skills, they created a new formular.
Later Faustie spent additional hours on improving that formular like actually creating a skill-based curve for it.
Media Team started the hype train with adverts and crazy other stuff.
Finally, the whole team was involved one way or the other and we all kept working towards the final touch like adding/changing some of the achievements, days of discussing skills, adding tutorials etc. 

Teamwork right from the get go. Without the initial core concepts that so many staff members worked on, there would be no MESKA.

So while I really appreciate the compliments, we as a team, as a community, have created something great again! 


Cheers, Steve

What you guys got here at LL is truly something special and one-of-a-kind.
Keep up rockin 'n rollin boys!

Cheers, Márk
Amazing to see this finally out guys.

Good job!
Excellent work!
lit  !
(May 13, 2019, 12:51 PM)Slowkiller965 Wrote: [ -> ]lit  !

no
Is there any way to have a progress bar for the leveling or some way of knowing how much exp is needed per level.  It seems like catching 200 fish got me to level 10 but 300 more has only gotten me to level 12.  Great job on this update I am having a lot of fun with it so far, I just want to hurry up and catch something besides cod lol.
Pages: 1 2 3