Archive:

30th August progress

Hi guys,

So I’m trying to get this going regularly again.

Today we largely worked on tier 2 progression. For the most part it’s now complete save for some of the unique items/features that appear in tier 2.

It is however in a place where you can play all the way through tier 2 now.

We spent quite some time figuring out a method of creating steel, an alloy, that would make sense to the player. (The actual process is quite complex).

A bunch of members are still only just getting home and some are recovering from jetlag. But our programmers have got back into the swing of things.

Bartwe massively improved server performance (again!) today.

A bunch of work was done on the navigator, ensuring it’s ready to enable progression through additional tiers.

Full steam ahead!

 

22nd and 23rd progress

Hi guys,

I’m writing this from my phone so I need to keep it brief but missing a day was filling me with guilt.

Yesterday we spent the day setting up our exhibition space. A bunch of us were awake until 6am setting up all the hardware and making sure things work. We had a great time though and preparing definitely helped us today.

We ran the exhibition over 8pcs, one of which was hooked up to two 50 inch monitors which looked glorious. It was wonderful to meet so many of you face to face and hear your thoughts on our work and your ideas.

We spent the rest of the evening preparing for tomorrow’s demonstration. (We discovered a last minute crash bug that appears on the exact hardware configuration used at the venue) we attempted to fix it but please forgive us if there are any crashes tomorrow, we’re all very nervous.

Tomorrow I’ll make sure I post some photos of the team and the booth for you. But for now I’m desperate for sleep. I hope I meet some more of you tomorrow!

18th August Progress

Hi guys,

So today has been almost entirely bug fixes. We’re gearing up for our public showing at i49 so it’s bug squash city right now.

I’m going to do this changelog style because bug fixes really aren’t that interesting.

We managed a massive server speed increase.

Molly fixed some bugs with rice plants she was implementing.

Toggling between full screen + windowed no longer stops the music.

Tools are disabled during respawn animation.

A bunch of error handling was added across the board.

A new monster death animation was added.

A bunch of new food recipes were added.

The boss got a million tweaks and fixes, but I can’t really tell you about them!

The material bag part of the inventory got a clearer icon.

New DPS leveling curves were added.

We fixed a bunch of inventory bugs related to adding the second inventory page.

We fixed a bug with cascading blocks missing a texture when coloured differently to the default.

A bunch more small flying monster parts were added.

A bunch of changes to the way characters are saved.

And many smaller bug fixes.

I’m really looking forwards to having a complete, polished tier 1. Each additional tier after tier 1 essentially adds one new major gameplay changing feature. Many of which are almost done. It also adds a bunch of new items, armors, etc. All of which are already done. So it puts us in a great position to finish up the game. I’m also super excited to be meeting a bunch of you at i49 and hearing your feedback.