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Full Graffiti Bombing update
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Repeated intro
Hey GB Crew!
What changed
- Compatibility
- Performance
- Events
- Maps
- Gameplay
- Store
Graffiti Bombing changes
- Trainmap
We launched into Early Access around 10 days ago, and considering we'd been in beta for a few months before that, I'd hoped the launch would go fairly smoothly. However to be honest that's not the case, as you'll notice from the mixed reviews we received on Steam since launch.
That's OK though, we live and learn... and sometimes you don't always succeed the first time! So yesterday after careful consideration, I made the decision to take Graffiti Bombing off public sale and disable downloads.
I did this to give myself time to consider all the feedback received so far, make a plan to improve the experience, address bugs and handle the performance issues. At the same time we plan to put in place additional systems and optimizations, to handle cases where people with lower-end, below minimum spec systems (i.e. a potato) try to play.
What is Graffiti Bombing?
To be 100% clear we're not trying to be a clone, or a copy of something else... we're looking to cut our own groove, and do things a bit differently. Yeah of course we're doing graffiti, however in the longer-term we are planning to offer something more, that is a bit unique.
The goal is to make an immersive, open-ended, free roaming graffiti experience, with a more physically correct paint system and tools, an experience that performs well across most high-end VR devices and decent computer setups.
Creating such an experience in VR is definitely a challenge, no doubt about that. However, even after the rocky start of the last week or so, we still think it's possible.
Image above - nearby Paint Zones highlighted in the train yard start area, FX changing in V2!
Early Access development road-map for 2020-2021
At this point we think it makes sense to openly share our plans for the first year of Early Access on Steam. There is a short-term and longer-term plan for development, which I'll outline below.
In the short-term - we intend to address as many of the launch issues we've seen, and get the project to a better place where we can relaunch and open things back up to the players. How long this will take is not clear right now, although I'd estimate 2-3 months, maybe even more depending how things go.
The longer term plans are more interesting - as they involve the new V2 paint system, along with a bunch of other new features and improvements that will really start to take the project forward. You can review a development road-map diagram below to see more details.
Steam post image Click on the image above to see a full-sized version.
What's next?
We'll be moving back into development on the items outlined in the diagram above. So things may get bit quiet around here, however I'll keep posting community updates, and we'll start sharing more details on the new V2 paint system soon as well.
If you already downloaded or purchased Graffiti Bombing DLC, don't worry we are not deserting you! As we complete works on bug fixes, improvements and changes we'll be releasing interim patch updates, initially through the private beta channel on Discord.
If you are an All City Edition DLC player and not already on Discord, please join and hit me up on there. Then I'll give you a unique Discord role and invite you to the beta channels.
Community
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord, continues to grow. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.
Discord server: https://discord.gg/ZVkByeVyQG
To the people that want to see this project succeed... BIG thanks for your continued support!!
// Wildstyle @ Graffiti Bombing
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