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Steam News9 February 20179y ago

Devblog 6: Low poly is the new high poly

This week has been mostly about two things: Props and multiplayer. The multiplayer servers have been giving me a real headache.

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Full Concrete and Steel update

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What changed

0 fixes1 addition0 changes0 removals
  • Server
addedThis week has been mostly about two things: Props and multiplayer. The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way. In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and run servers by yourself, free of charge. However, we'll also provide custom dedicated server hosting if you don't want to manage that sort of thing by yourself, as well as a number of public servers. So, as a result of all this mucking about the server list, API and back end are all now mostly complete other than servers saving/loading. Today I started importing content. There's now 97 props, and I've got a few hundred still to import. I also cleaned up some UI bits which were bugging me: building free form objects is a lot easier now as you can easily see their size. I've also been working on some other small bits: intro screen music, new website, minor control updates.. it's all small progress, but building into the bigger picture. That's all for this week. I'm really hoping to get some Alpha testing done soon. The next major hurdle is the save/load system, and importing more props. Tune in next week for more progress!

Concrete and Steel changes

addedThis week has been mostly about two things: Props and multiplayer. The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way. In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and run servers by yourself, free of charge. However, we'll also provide custom dedicated server hosting if you don't want to manage that sort of thing by yourself, as well as a number of public servers. So, as a result of all this mucking about the server list, API and back end are all now mostly complete other than servers saving/loading. Today I started importing content. There's now 97 props, and I've got a few hundred still to import. I also cleaned up some UI bits which were bugging me: building free form objects is a lot easier now as you can easily see their size. I've also been working on some other small bits: intro screen music, new website, minor control updates.. it's all small progress, but building into the bigger picture. That's all for this week. I'm really hoping to get some Alpha testing done soon. The next major hurdle is the save/load system, and importing more props. Tune in next week for more progress!

This week has been mostly about two things: Props and multiplayer. The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way. In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and run servers by yourself, free of charge. However, we'll also provide custom dedicated server hosting if you don't want to manage that sort of thing by yourself, as well as a number of public servers. So, as a result of all this mucking about the server list, API and back end are all now mostly complete other than servers saving/loading. Today I started importing content. There's now 97 props, and I've got a few hundred still to import. I also cleaned up some UI bits which were bugging me: building free form objects is a lot easier now as you can easily see their size. I've also been working on some other small bits: intro screen music, new website, minor control updates.. it's all small progress, but building into the bigger picture. That's all for this week. I'm really hoping to get some Alpha testing done soon. The next major hurdle is the save/load system, and importing more props. Tune in next week for more progress!

Source

Steam News / 9 February 2017

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