What changed
0 fixes4 additions3 changes0 removals
- Compatibility
- Gameplay
- Server
- UI and audio
changedDebrief The original plan to have a "soft launch" of this game and scale up the player base slowly completely failed. Believing that games don't become popular without at least a bit of marketing, I thought I was well prepared when the game launched. With a handful of active beta testers, I wasn't aware of any bugs or anything I urgently needed to change, but with a high launch discount 500 players joined on launch day and I had to scramble to keep up with. That said I am of course very happy people are interested in the game.
addedBesides a ton of bug fixes the most noteworthy changes in the 6 weeks since launch are: - 5(?) new levels - A few new components and component changes - A lot of reordering the level tree - Faster undo / redo system - Added level search - Added WASD to pan - Added the zoom feature - Added a new control scheme (click to wire) - Added key remapping - Reworked the level save system - Enabled nested components - Added 64 bit wires and components
addedThe road ahead In the near to mid term there are 3 major features I am eager to add to the game.
changedOne of them is allowing players to create and share custom levels. To do this I need to upgrade and document the custom scripting language used for levels. Any levels built in this scripting language can also be scored by the server. At some point I want players to be able to browse a wealth of custom levels in game. These levels will be ordered by up / down votes by default and will have server verified scores.
addedAnother thing I want to add is schematic sharing through the sandbox. Here again I want an in game menu for browsing and sharing projects. I imagine players would create music, little games and so on. Before this I want to rework the screen and the sound component and make them work during fast simulation, as well as enabling 64 bit in the assembler.
addedAnd a third thing I want to add is content that deals with deeply pipelined architectures. New components and levels are needed for this, as well as a speed up of simulation.
Turing Complete changes
changedDebrief The original plan to have a "soft launch" of this game and scale up the player base slowly completely failed. Believing that games don't become popular without at least a bit of marketing, I thought I was well prepared when the game launched. With a handful of active beta testers, I wasn't aware of any bugs or anything I urgently needed to change, but with a high launch discount 500 players joined on launch day and I had to scramble to keep up with. That said I am of course very happy people are interested in the game.
addedBesides a ton of bug fixes the most noteworthy changes in the 6 weeks since launch are: - 5(?) new levels - A few new components and component changes - A lot of reordering the level tree - Faster undo / redo system - Added level search - Added WASD to pan - Added the zoom feature - Added a new control scheme (click to wire) - Added key remapping - Reworked the level save system - Enabled nested components - Added 64 bit wires and components
addedThe road ahead In the near to mid term there are 3 major features I am eager to add to the game.
changedOne of them is allowing players to create and share custom levels. To do this I need to upgrade and document the custom scripting language used for levels. Any levels built in this scripting language can also be scored by the server. At some point I want players to be able to browse a wealth of custom levels in game. These levels will be ordered by up / down votes by default and will have server verified scores.
addedAnother thing I want to add is schematic sharing through the sandbox. Here again I want an in game menu for browsing and sharing projects. I imagine players would create music, little games and so on. Before this I want to rework the screen and the sound component and make them work during fast simulation, as well as enabling 64 bit in the assembler.
Debrief The original plan to have a "soft launch" of this game and scale up the player base slowly completely failed. Believing that games don't become popular without at least a bit of marketing, I thought I was well prepared when the game launched. With a handful of active beta testers, I wasn't aware of any bugs or anything I urgently needed to change, but with a high launch discount 500 players joined on launch day and I had to scramble to keep up with. That said I am of course very happy people are interested in the game.
Besides a ton of bug fixes the most noteworthy changes in the 6 weeks since launch are:
- 5(?) new levels
- A few new components and component changes
- A lot of reordering the level tree
- Faster undo / redo system
- Added level search
- Added WASD to pan
- Added the zoom feature
- Added a new control scheme
(click to wire) - Added key remapping - Reworked the level save system - Enabled nested components - Added 64 bit wires and components
The road ahead In the near to mid term there are 3 major features I am eager to add to the game.
One of them is allowing players to create and share custom levels. To do this I need to upgrade and document the custom scripting language used for levels. Any levels built in this scripting language can also be scored by the server. At some point I want players to be able to browse a wealth of custom levels in game. These levels will be ordered by up / down votes by default and will have server verified scores.
Another thing I want to add is schematic sharing through the sandbox. Here again I want an in game menu for browsing and sharing projects. I imagine players would create music, little games and so on. Before this I want to rework the screen and the sound component and make them work during fast simulation, as well as enabling 64 bit in the assembler.
And a third thing I want to add is content that deals with deeply pipelined architectures. New components and levels are needed for this, as well as a speed up of simulation.
So if any of that sounds exciting to you, stay tuned!