Is this game dead?

Discussion in 'General Discussion' started by Rytharr, May 1, 2017.

  1. Rytharr

    Rytharr New Member

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    It has been over a month since posting an update about the coming update. Discussion posts do not get any reply from the developer. If you are done working on that then at least tell us to screw off so we can uninstall and stop checking in.
     
  2. Ryan

    Ryan Moderator Staff Member

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    Heh, fair enough. No, we are still working very hard over here and have focused way too intensely on getting this next update out the door that I am neglecting the forums and steam a bit too much. It's just all consuming right now and has been for the past 4 months. Here's a snapshot of the updates hitting the game internally

    [​IMG]
     
    Last edited: May 15, 2017
  3. Rytharr

    Rytharr New Member

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    Nice, so glad to hear that this is still being worked on.
     
  4. Ryan

    Ryan Moderator Staff Member

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    Yep, at a feverish pace.. 4 new internal updates since I posted that image above and likely another 4-5 by the end of the day tomorrow. Hopefully in time to FINALLY push an alpha update out to steam.
     
  5. Ryan

    Ryan Moderator Staff Member

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    In an attempt to improve my abysmal communication skills as we crunch for this update I wanted to post a few more updates showing the progress we've made. Don't worry I will soon be posting nice pretty images in game and not just boring dev shots but these dev shots paint a much more accurate, accountable and granular picture of the pace we've been keeping.


    So to sum it up the past 4 months have been overhauling the game with 2 priorities in mind:

    1.) To make it scalable and stable in a much larger world.
    • Our original map was 800m x 800m, our new map consists of a 9 x 9 grid of 800m x 800m tiles, all seamless connected to one another, plus between 1 and 2 km of underground areas (caves and dungeons).
    • We need players to be able to move through this world seamlessly while maintaining optimal performance.
    • Even more challenging is that we need all of the objects and npcs in this world to be 100% persistent, so if a deer walks from tile 1 to tile 2 and you quit, the game needs to know that it is now attached to a totally different map file until it moves somewhere else. L
    • ikewise with objects carried from one area to another.
    • It might not sound terribly complicated but it absolutely is, especially when you take into consideration our second objective

    2.) To make it scalable, stable, in a much larger world with 100's of concurrent players playing at the same time.
    • We had a choice when approaching this update.
      • A.) We could spend 1-2 months making an improved version of the old system and then when it came time to go multiplayer we would have to go back to the drawing board and make a multiplayer system from the ground up over the next 4-6 months
      • B.) We could spend 4-6 months making the entire multiplayer server system first and then once that was done have it just run locally on the users machine in a singleplayer mode. Preventing us from having to make and maintain 2 separate divergent systems for single and multiplayer
    • We chose to go with the latter, it was a much bigger upfront investment but it means that after this update we are essentially in a multiplayer ready state. Not to say that we are going to be rolling MP immediately as we need to start implementing systems allowing players to actually do more together but that shouldn't be long.

    Anyways, to the goodies for the day, the first is our current bug tracker, it shows all of the bugs from the past 4-5 months.. There are 10-20 or so there from before but most of these are the new bugs cropping up with our overhaul. :
    [​IMG]

    The next is our final QA list. It's a high level list of all the systems that need to be working perfectly before we're ready to go live. The heavy lifting is all pretty much done here, the cart is the only system that could be problematic here, the rest are a few hours here and there. We are probably 95% finished the work towards this update and if things go relatively smoothly the rest of these items should be cranked through this week. After that it's a few days of intensive testing by anyone that wants to and has the Alpha branch loaded, another week or logging and fixing the bugs that you guys find and then we're set.

    [​IMG]
     
    Last edited: May 24, 2017
  6. Ryan

    Ryan Moderator Staff Member

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    Serious progress made on the bug list

    [​IMG]
     
  7. JFalcon

    JFalcon Member

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    Oooh... Agile development, I love it!
     
  8. Ryan

    Ryan Moderator Staff Member

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    Yea, well being a remotely distributed team it's a bastardized hybrid of sorts between lean and kanban and waterfall but it works
     

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