HomeGamesUpdatesPricingMethodology
Steam News21 March 20179y ago

Still Alive and working HARD to get this update pushed

Apologies for the silent running..We've been under the gun over the last 3 months.

Full notes

Full Yore VR update

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

What changed

0 fixes8 additions1 change0 removals
  • Gameplay
  • Maps
  • Performance
addedFirst we we finished the recode of all major systems, that wrapped in about Feb and opened the door for the new save system and multiplayer.
changedThe engine powering our game was way too out of date as we were using a custom branch that had stopped being updated in November. So that meant that we had to not only upgrade the engine from Unreal 4.12 to Unreal 4.15 but also switch from the custom Multi-res branch over to the vanilla and strip out a bunch of features. That was fun
addedIn upgrading to 4.15 we switched over to the new Forward Renderer in Unreal 4.14 / 4.15 which caused our main map to crap the bed, meaning we had to switch over to our brand new map sooner than anticipated. This map is 9 times larger above ground and 3-4 times larger underground.
addedOur pre-placed building system didn't work with the new map as it is based on multiple streaming levels, so instead of spending time fixing that we decided to move forward with our custom placed system ahead of schedule. It was one thing after another here but the end result is as such:
addedA new map that is roughly 12-13 times larger than the old one, meaning a lot of room for new adventures and other players
addedWe are using the new Forward Renderer in Unreal which is a boost of 20-30% FPS

Yore VR changes

addedFirst we we finished the recode of all major systems, that wrapped in about Feb and opened the door for the new save system and multiplayer.
changedThe engine powering our game was way too out of date as we were using a custom branch that had stopped being updated in November. So that meant that we had to not only upgrade the engine from Unreal 4.12 to Unreal 4.15 but also switch from the custom Multi-res branch over to the vanilla and strip out a bunch of features. That was fun
addedIn upgrading to 4.15 we switched over to the new Forward Renderer in Unreal 4.14 / 4.15 which caused our main map to crap the bed, meaning we had to switch over to our brand new map sooner than anticipated. This map is 9 times larger above ground and 3-4 times larger underground.
addedOur pre-placed building system didn't work with the new map as it is based on multiple streaming levels, so instead of spending time fixing that we decided to move forward with our custom placed system ahead of schedule. It was one thing after another here but the end result is as such:
addedA new map that is roughly 12-13 times larger than the old one, meaning a lot of room for new adventures and other players

Apologies for the silent running..We've been under the gun over the last 3 months. Let me sum up what's been happeningL

First we we finished the recode of all major systems, that wrapped in about Feb and opened the door for the new save system and multiplayer.

The engine powering our game was way too out of date as we were using a custom branch that had stopped being updated in November. So that meant that we had to not only upgrade the engine from Unreal 4.12 to Unreal 4.15 but also switch from the custom Multi-res branch over to the vanilla and strip out a bunch of features. That was fun

In upgrading to 4.15 we switched over to the new Forward Renderer in Unreal 4.14 / 4.15 which caused our main map to crap the bed, meaning we had to switch over to our brand new map sooner than anticipated. This map is 9 times larger above ground and 3-4 times larger underground.

Our pre-placed building system didn't work with the new map as it is based on multiple streaming levels, so instead of spending time fixing that we decided to move forward with our custom placed system ahead of schedule. It was one thing after another here but the end result is as such:

A new map that is roughly 12-13 times larger than the old one, meaning a lot of room for new adventures and other players

We are using the new Forward Renderer in Unreal which is a boost of 20-30% FPS

We have a new massive dungeon system

We have a brand new save system, which is essentially our multiplayer save system but running locally with SQLite.

Meaning we are very close to multiplayer

Every structure in the game(including the cart) can now be hand placed

Source

Steam News / 21 March 2017

Open original post

Changelog.gg summarizes and formats this update. How we read updates.