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Steam News25 December 20241y ago

Holidays and product update #1! Oink!

Hello everyone and welcome to our so-to-say first product update. First of all, I wish everyone great holidays, merry Christmas and Happy New Year! It's been 2 month since last post here.

Full notes

Full Medieval Pig update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone and welcome to our so-to-say first product update. First of all, I wish everyone great holidays, merry Christmas and Happy New Year!

What changed

0 fixes4 additions2 changes0 removals
  • Gameplay
  • Events
  • Performance
addedHello everyone and welcome to our so-to-say first product update. First of all, I wish everyone great holidays, merry Christmas and Happy New Year!
changedIt's been 2 month since last post here. I've been busy preparing the demo version to be ready for Next Fest in Steam in February 2025. It feels like 1 more week of work is required and then we can do internal QA tests. And only after that it will be 100% clear whether Medieval Pig is going to participate at that Fest. Issue is that this event takes place in just like 1.5 month and ideally some marketing needs to be done before it as well. So I have to reserve some time for it.
changedAnyway, even if any other obstacles come in my way that will make registration for Fest not possible, I decided I will release a demo anyway! So you will have a better understanding what the project is about. Like I said, it's been 2 month since last post. How the time was spent? Biggest attention was 2 things: content and peformance optimization.
addedAbout content - it included adding easter eggs, quests, cinematics, boss fight, tweaking existing stuff and so on. Long story short - for demo I aim for following numbers: about 15 quests, about 5 cinematics, 5 enemy types, 1 boss. Playtime, hard to say, our QA test will show approximate numbers. Probably about 3 hours.
addedPerformance optimization. Well...it was bad...before! I used one type of landscape foliage which causes huge pressure and some hard flickering for leaves. Later on I had idea that maybe TAA would fix it, but still it was too irritating to play without TAA. So, lot's of time was consumed for transferring to a new landscape foliage and also to a new landscape textures. Main world layout stays the same, but I had ability to create a better looking, interesting and better performance wise landscape. At first I was sceptical, however my friends persuaded me that this change is for a good and after some time I truly believe it. As result, we got about 40+ more FPS.
addedNow you may check the picture of new landscape version:

Medieval Pig changes

addedHello everyone and welcome to our so-to-say first product update. First of all, I wish everyone great holidays, merry Christmas and Happy New Year!
changedIt's been 2 month since last post here. I've been busy preparing the demo version to be ready for Next Fest in Steam in February 2025. It feels like 1 more week of work is required and then we can do internal QA tests. And only after that it will be 100% clear whether Medieval Pig is going to participate at that Fest. Issue is that this event takes place in just like 1.5 month and ideally some marketing needs to be done before it as well. So I have to reserve some time for it.
changedAnyway, even if any other obstacles come in my way that will make registration for Fest not possible, I decided I will release a demo anyway! So you will have a better understanding what the project is about. Like I said, it's been 2 month since last post. How the time was spent? Biggest attention was 2 things: content and peformance optimization.
addedAbout content - it included adding easter eggs, quests, cinematics, boss fight, tweaking existing stuff and so on. Long story short - for demo I aim for following numbers: about 15 quests, about 5 cinematics, 5 enemy types, 1 boss. Playtime, hard to say, our QA test will show approximate numbers. Probably about 3 hours.
addedPerformance optimization. Well...it was bad...before! I used one type of landscape foliage which causes huge pressure and some hard flickering for leaves. Later on I had idea that maybe TAA would fix it, but still it was too irritating to play without TAA. So, lot's of time was consumed for transferring to a new landscape foliage and also to a new landscape textures. Main world layout stays the same, but I had ability to create a better looking, interesting and better performance wise landscape. At first I was sceptical, however my friends persuaded me that this change is for a good and after some time I truly believe it. As result, we got about 40+ more FPS.

It's been 2 month since last post here. I've been busy preparing the demo version to be ready for Next Fest in Steam in February 2025. It feels like 1 more week of work is required and then we can do internal QA tests. And only after that it will be 100% clear whether Medieval Pig is going to participate at that Fest. Issue is that this event takes place in just like 1.5 month and ideally some marketing needs to be done before it as well. So I have to reserve some time for it.

Anyway, even if any other obstacles come in my way that will make registration for Fest not possible, I decided I will release a demo anyway! So you will have a better understanding what the project is about. Like I said, it's been 2 month since last post. How the time was spent? Biggest attention was 2 things: content and peformance optimization.

  1. About content - it included adding easter eggs, quests, cinematics, boss fight, tweaking existing stuff and so on. Long story short - for demo I aim for following numbers: about 15 quests, about 5 cinematics, 5 enemy types, 1 boss. Playtime, hard to say, our QA test will show approximate numbers. Probably about 3 hours.

  2. Performance optimization. Well...it was bad...before! I used one type of landscape foliage which causes huge pressure and some hard flickering for leaves. Later on I had idea that maybe TAA would fix it, but still it was too irritating to play without TAA. So, lot's of time was consumed for transferring to a new landscape foliage and also to a new landscape textures. Main world layout stays the same, but I had ability to create a better looking, interesting and better performance wise landscape. At first I was sceptical, however my friends persuaded me that this change is for a good and after some time I truly believe it. As result, we got about 40+ more FPS.

Below you may find picture of old landscape:

Now you may check the picture of new landscape version:

Trick is, that these two pictures are basically from the same exact place.

Thanks for your attention! Next update is aimed to be somewhere in January.

Source

Steam News / 25 December 2024

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