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The Imperium C.L.A.W. Mech

Wistrel

Kick Ass Elf
We get a reasonable a mount of detail about technical issues from Dave at Arkadia as well, but I agree - as a developer, the sort of technical blocks being faced and the support systems needing to be developed always fascinate me too.

So, if it is possible to share any of that, I promise we will NOT be bored :)


Seconded!
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys!

We get a reasonable a mount of detail about technical issues from Dave at Arkadia as well, but I agree - as a developer, the sort of technical blocks being faced and the support systems needing to be developed always fascinate me too.

So, if it is possible to share any of that, I promise we will NOT be bored :)


Seconded!

I didn't think you guys would be interested in it, but, I will see what I am allowed to share closer to this coming VU.

Cheers,
Kris
 

Wistrel

Kick Ass Elf
I didn't think you guys would be interested in it, but, I will see what I am allowed to share closer to this coming VU.

I'll give an example of the sort of level of detail I certainly would love to see. I don't know about others but here is an example section from the Planet Explorers project updates that isn't bad:

Work on the games has been going very smoothly...well, as smooth as we can hope for. We have stopped work on our second project so we can completely focus on Planet Explorers, which means we now have ~25 full time developers working on the game, plus a few contracted ones.
....
Leading up to a0.55m, we seem to have fixed most of the position problems. We're trying to get custom things into the build but the process is actually pretty hard. The UI for multiplayer got completely redon. We're adding in enemies this week, took us a while to hash out the best way to do animals in mp. Still on schedule for the 10th coming up.
On the client side, durability is close to being done; houses are being worked on, settlement UI is in, with houses and power stations being worked on; the launcher is almost done and works for pc, mac, and linux; we're working on a lot of terrain changes again, we added an editor to add terrain features that we made in an editor similar to the creations editor (this will look really really good...hopefully, if everything works out!); npc questing system got rewritten and we're going through each quest to fix the problems, we have a ton of quests we want to add in this build but I'm not sure how much will get in since we just spent a month redoing it, but there should still be quite a few more; alien bases are being worked on; the wall is being worked on; we ran into a problem in painting the voxels in the world setting, we're still looking at ways to get around it, basically, we can only have 256 terrain types, if one material, say iron, has 16 colors, that's 16 types. So we have over 16 materials times 16 colors and it doesn't work. One way to get it to work is to ignore the original type's attributes and replace it with a color material. So wood and iron with color will have the same attributes, that's the only way to add a lot of color in the world setting right now. The creations editor, on the other hand, will have 64 colors (so your houses will be multicolored). We have a few more thoughts on a workaround, but it's looking like no spraying colors in the world for a0.6.

Highlighted a cool bit of detail in that.

Wistrel
 
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