What changed
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changedState of the Game 2016 As 2016 has ended and we're moving into 2017 we wanted to take some time and give an overview of a lot of the game systems that make up Miscreated and explain the current state of each of those - much like we did at the end of 2015. Most systems have been covered below, but if you have additional questions please send a tweet to @miscreatedgame and we'll do our best to get them answered promptly. If you are enjoying playing Miscreated, please leave (or update) your review on Steam at http://steamcommunity.com/app/299740 ! It's very beneficial to the game. Social Media As a reminder, if you are not following our social media accounts, we'd recommend you do so. There is a lot of information that is shared on them that doesn't warrant a full post on Steam or our website. Some of the Twitter handles of team members are included below, so you can follow those that may interest you. @entradaint (Company account) @miscreatedgame (Official game account) @lordsnave (Terry Evans - creator and lead developer) @csprance (Chris Sprance - technical director/art lead) @adam_johnson_ (Adam Johnson - technical designer) @miscreatedmarco (Marco Catena - lead level designer) @sihambly (Simon Hambly - lead animator) @plumbjet (Graham Hayward - lead 3d artist) @hendrikpolc (Hendrik Polczynski - senior developer) @matthieu_labrie (Matt Labrie - 3d artist) @miscreatedkks (Serkan - 3d artist) @miscreated_carl (Carl Kent - 3d artist) @miscreated_farz (Farzad Morshed - animator) @miscreated_jen (Jennifer Yaner - Community Manager/PR) @mrsmiscreated (Kim Hayward - Media Relations Manager/PR) We want to thank everyone for making 2016 a great year for Miscreated! To date almost 600,000 of you have bought the game, which makes for a fun and vibrant community and the game's rating on Steam has been steadily increasing as well. Throughout 2017 we will continue to focus on fixing core issues and adding more gameplay elements to the game. Player Growth Miscreated has seen a substantial increase in the number of concurrent players playing the game. We hope to see the trend continue to improve as we fix and add core issues and features to the game. This is the concurrent player graph during the last year: BugSplat Integration During the later part of 2016 we integrated BugSplat into Miscreated. BugSplat is a tool that automatically submits a crash report to them any time a server or client crashes. We can then view those reports on the BugSplat website and analyze them to help determine what caused the crash and to fix them. They also have several reports and metrics which allows us to look at how the stability of the game is trending. Keep in mind that the player count and number of servers have been increasing a lot while the total number of crashes has been declining. Each update we fix additional issues that are causing crashes. Total Server crashes since BugSplat was integrated (the huge spikes were misconfigured servers that were continually crashing and restarting): Total Client crashes since BugSplat was integrated: AI Early in 2016 we worked with Moon Collider to get their Kythera AI system working with Miscreated. The default AI system in CryEngine had some critical limitations when it comes to making a game of the size and scope we wanted, so the only option was to completely replace it with something better. In addition to replacing the AI system, we also implemented our own lightweight and optimized animal
Miscreated changes
changedState of the Game 2016 As 2016 has ended and we're moving into 2017 we wanted to take some time and give an overview of a lot of the game systems that make up Miscreated and explain the current state of each of those - much like we did at the end of 2015. Most systems have been covered below, but if you have additional questions please send a tweet to @miscreatedgame and we'll do our best to get them answered promptly. If you are enjoying playing Miscreated, please leave (or update) your review on Steam at http://steamcommunity.com/app/299740 ! It's very beneficial to the game. Social Media As a reminder, if you are not following our social media accounts, we'd recommend you do so. There is a lot of information that is shared on them that doesn't warrant a full post on Steam or our website. Some of the Twitter handles of team members are included below, so you can follow those that may interest you. @entradaint (Company account) @miscreatedgame (Official game account) @lordsnave (Terry Evans - creator and lead developer) @csprance (Chris Sprance - technical director/art lead) @adam_johnson_ (Adam Johnson - technical designer) @miscreatedmarco (Marco Catena - lead level designer) @sihambly (Simon Hambly - lead animator) @plumbjet (Graham Hayward - lead 3d artist) @hendrikpolc (Hendrik Polczynski - senior developer) @matthieu_labrie (Matt Labrie - 3d artist) @miscreatedkks (Serkan - 3d artist) @miscreated_carl (Carl Kent - 3d artist) @miscreated_farz (Farzad Morshed - animator) @miscreated_jen (Jennifer Yaner - Community Manager/PR) @mrsmiscreated (Kim Hayward - Media Relations Manager/PR) We want to thank everyone for making 2016 a great year for Miscreated! To date almost 600,000 of you have bought the game, which makes for a fun and vibrant community and the game's rating on Steam has been steadily increasing as well. Throughout 2017 we will continue to focus on fixing core issues and adding more gameplay elements to the game. Player Growth Miscreated has seen a substantial increase in the number of concurrent players playing the game. We hope to see the trend continue to improve as we fix and add core issues and features to the game. This is the concurrent player graph during the last year: BugSplat Integration During the later part of 2016 we integrated BugSplat into Miscreated. BugSplat is a tool that automatically submits a crash report to them any time a server or client crashes. We can then view those reports on the BugSplat website and analyze them to help determine what caused the crash and to fix them. They also have several reports and metrics which allows us to look at how the stability of the game is trending. Keep in mind that the player count and number of servers have been increasing a lot while the total number of crashes has been declining. Each update we fix additional issues that are causing crashes. Total Server crashes since BugSplat was integrated (the huge spikes were misconfigured servers that were continually crashing and restarting): Total Client crashes since BugSplat was integrated: AI Early in 2016 we worked with Moon Collider to get their Kythera AI system working with Miscreated. The default AI system in CryEngine had some critical limitations when it comes to making a game of the size and scope we wanted, so the only option was to completely replace it with something better. In addition to replacing the AI system, we also implemented our own lightweight and optimized animal
State of the Game 2016 As 2016 has ended and we're moving into 2017 we wanted to take some time and give an overview of a lot of the game systems that make up Miscreated and explain the current state of each of those - much like we did at the end of 2015. Most systems have been covered below, but if you have additional questions please send a tweet to @miscreatedgame and we'll do our best to get them answered promptly. If you are enjoying playing Miscreated, please leave (or update) your review on Steam at http://steamcommunity.com/app/299740 ! It's very beneficial to the game. Social Media As a reminder, if you are not following our social media accounts, we'd recommend you do so. There is a lot of information that is shared on them that doesn't warrant a full post on Steam or our website. Some of the Twitter handles of team members are included below, so you can follow those that may interest you. @entradaint (Company account) @miscreatedgame (Official game account) @lordsnave (Terry Evans - creator and lead developer) @csprance (Chris Sprance - technical director/art lead) @adam_johnson_ (Adam Johnson - technical designer) @miscreatedmarco (Marco Catena - lead level designer) @sihambly (Simon Hambly - lead animator) @plumbjet (Graham Hayward - lead 3d artist) @hendrikpolc (Hendrik Polczynski - senior developer) @matthieu_labrie (Matt Labrie - 3d artist) @miscreatedkks (Serkan - 3d artist) @miscreated_carl (Carl Kent - 3d artist) @miscreated_farz (Farzad Morshed - animator) @miscreated_jen (Jennifer Yaner - Community Manager/PR) @mrsmiscreated (Kim Hayward - Media Relations Manager/PR) We want to thank everyone for making 2016 a great year for Miscreated! To date almost 600,000 of you have bought the game, which makes for a fun and vibrant community and the game's rating on Steam has been steadily increasing as well. Throughout 2017 we will continue to focus on fixing core issues and adding more gameplay elements to the game. Player Growth Miscreated has seen a substantial increase in the number of concurrent players playing the game. We hope to see the trend continue to improve as we fix and add core issues and features to the game. This is the concurrent player graph during the last year: BugSplat Integration During the later part of 2016 we integrated BugSplat into Miscreated. BugSplat is a tool that automatically submits a crash report to them any time a server or client crashes. We can then view those reports on the BugSplat website and analyze them to help determine what caused the crash and to fix them. They also have several reports and metrics which allows us to look at how the stability of the game is trending. Keep in mind that the player count and number of servers have been increasing a lot while the total number of crashes has been declining. Each update we fix additional issues that are causing crashes. Total Server crashes since BugSplat was integrated (the huge spikes were misconfigured servers that were continually crashing and restarting): Total Client crashes since BugSplat was integrated: AI Early in 2016 we worked with Moon Collider to get their Kythera AI system working with Miscreated. The default AI system in CryEngine had some critical limitations when it comes to making a game of the size and scope we wanted, so the only option was to completely replace it with something better. In addition to replacing the AI system, we also implemented our own lightweight and optimized animal