What changed
1 fix0 additions0 changes0 removals
fixedRecode Complete, ready for testing Remember you need to be subscribed to the Alpha branch to get Alpha updates. So no sense writing a formal update log when all I need to say is that the entire game has essentially been re-coded from scratch. The way we did things before was quick and dirty, meant to prototype and iterate as quickly as possible to flesh out some of the core systems. You get to a point though where all of these systems, cobbled together like a shanty-town, start to buckle under the weight of the game and then it's time to take a holistic view, based on all of the gameplay lessons learned, and build it properly from the ground up with the bigger picture in mind. This is where we were back in December when we took on the task of re-writing every major system in the game to take into account all of the needs that we discovered along the way, be 100x more efficient and be ready for multiplayer(which we started working on at the beginning of the year). Today is a big day as nearly all of the recoding (Crossbows should be done on monday) is finished and now it's just a matter of finding all of the bugs that exist in this system, fixing them and then going live with this update. The end result will be a much much more polished experienced with no cart issues, better working tongs, a bug free forging experience, etc etc. There are still a lot of improvements we are going to be making to all of the various systems to make things easier to use or more intuitive, however now we have a much more solid base to build on and can focus primarily on those improvements instead of having to spend 70% of our time fixing the bugs that cropped up as our old system creaked and groaned under the weight of the game. So I just wanted to send out a big thank you for all of your patience. I know a lot of complaints and unfortunately negative reviews have been coming in regarding many of the issues that this recode fixed and rightly so. It was a very frustrating month and a half, not only for you the players dealing with this stuff, but also for me as so many of the issues mentioned were fixed weeks ago but because of the nature of this re-write we couldn't implement it bit by bit, it had to be all or nothing, meaning I had to wait until all of the systems were complete before rolling this update out and as modest as Yore is right now, that still meant a ton of systems. Either way, this alpha release is the first step and as soon as those dedicated testers among you find and report all of the small outstanding bugs(http://forums.playyore.com/index.php?threads/how-to-report-bugs.107/) and we go through and fix them up we'll push this to beta and then eventually up to the main branch for all to enjoy.
Yore VR changes
fixedRecode Complete, ready for testing Remember you need to be subscribed to the Alpha branch to get Alpha updates. So no sense writing a formal update log when all I need to say is that the entire game has essentially been re-coded from scratch. The way we did things before was quick and dirty, meant to prototype and iterate as quickly as possible to flesh out some of the core systems. You get to a point though where all of these systems, cobbled together like a shanty-town, start to buckle under the weight of the game and then it's time to take a holistic view, based on all of the gameplay lessons learned, and build it properly from the ground up with the bigger picture in mind. This is where we were back in December when we took on the task of re-writing every major system in the game to take into account all of the needs that we discovered along the way, be 100x more efficient and be ready for multiplayer(which we started working on at the beginning of the year). Today is a big day as nearly all of the recoding (Crossbows should be done on monday) is finished and now it's just a matter of finding all of the bugs that exist in this system, fixing them and then going live with this update. The end result will be a much much more polished experienced with no cart issues, better working tongs, a bug free forging experience, etc etc. There are still a lot of improvements we are going to be making to all of the various systems to make things easier to use or more intuitive, however now we have a much more solid base to build on and can focus primarily on those improvements instead of having to spend 70% of our time fixing the bugs that cropped up as our old system creaked and groaned under the weight of the game. So I just wanted to send out a big thank you for all of your patience. I know a lot of complaints and unfortunately negative reviews have been coming in regarding many of the issues that this recode fixed and rightly so. It was a very frustrating month and a half, not only for you the players dealing with this stuff, but also for me as so many of the issues mentioned were fixed weeks ago but because of the nature of this re-write we couldn't implement it bit by bit, it had to be all or nothing, meaning I had to wait until all of the systems were complete before rolling this update out and as modest as Yore is right now, that still meant a ton of systems. Either way, this alpha release is the first step and as soon as those dedicated testers among you find and report all of the small outstanding bugs(http://forums.playyore.com/index.php?threads/how-to-report-bugs.107/) and we go through and fix them up we'll push this to beta and then eventually up to the main branch for all to enjoy.
Recode Complete, ready for testing Remember you need to be subscribed to the Alpha branch to get Alpha updates. So no sense writing a formal update log when all I need to say is that the entire game has essentially been re-coded from scratch. The way we did things before was quick and dirty, meant to prototype and iterate as quickly as possible to flesh out some of the core systems. You get to a point though where all of these systems, cobbled together like a shanty-town, start to buckle under the weight of the game and then it's time to take a holistic view, based on all of the gameplay lessons learned, and build it properly from the ground up with the bigger picture in mind. This is where we were back in December when we took on the task of re-writing every major system in the game to take into account all of the needs that we discovered along the way, be 100x more efficient and be ready for multiplayer(which we started working on at the beginning of the year). Today is a big day as nearly all of the recoding (Crossbows should be done on monday) is finished and now it's just a matter of finding all of the bugs that exist in this system, fixing them and then going live with this update. The end result will be a much much more polished experienced with no cart issues, better working tongs, a bug free forging experience, etc etc. There are still a lot of improvements we are going to be making to all of the various systems to make things easier to use or more intuitive, however now we have a much more solid base to build on and can focus primarily on those improvements instead of having to spend 70% of our time fixing the bugs that cropped up as our old system creaked and groaned under the weight of the game. So I just wanted to send out a big thank you for all of your patience. I know a lot of complaints and unfortunately negative reviews have been coming in regarding many of the issues that this recode fixed and rightly so. It was a very frustrating month and a half, not only for you the players dealing with this stuff, but also for me as so many of the issues mentioned were fixed weeks ago but because of the nature of this re-write we couldn't implement it bit by bit, it had to be all or nothing, meaning I had to wait until all of the systems were complete before rolling this update out and as modest as Yore is right now, that still meant a ton of systems. Either way, this alpha release is the first step and as soon as those dedicated testers among you find and report all of the small outstanding bugs(http://forums.playyore.com/index.php?threads/how-to-report-bugs.107/) and we go through and fix them up we'll push this to beta and then eventually up to the main branch for all to enjoy.