Dev Diary 23 :: 2016 :: October - Printable Version +- Idle Online Universe RPG (https://iourpg.com/forum) +-- Forum: Development (https://iourpg.com/forum/forumdisplay.php?fid=1) +--- Forum: Dev Blog (https://iourpg.com/forum/forumdisplay.php?fid=3) +--- Thread: Dev Diary 23 :: 2016 :: October (/showthread.php?tid=2307) |
Dev Diary 23 :: 2016 :: October - Ray - 10-03-2016 Hey folks, Community discussion went well. I think with the new setup for these, we can arrange to do them consistently and frequently (at least once a month). You can find the details (at least while it still exists) here: https://discordapp.com/channels/146007387466235905/232206082968256512 -- Now while usually the first Dev Blog of the month is a big one, but with the new roadmap release, the Q&A Discussion and the event still not yet released, I don't have a ton to communicate just yet. I'll add a bunch of random upcoming art and final thoughts however. As asked in the Q&A, we have some challenges ready but they may be held for end-game system(s) instead. Here's some shots of those: And tons of drafts (some are very early stages, some are nearly complete, and some are experimental drafts, such as the splash screen - which is getting some major changes for the next draft): Final Notes I think we will be tossing together a very quick poll feature after the event release (5-7, maybe 7-9th depending on how well testing goes) in order to prioritize the next major feature appropriately. With utilizing commercial assets as a temporary means, it should suffice to allow us to move forward with the more anticipated features. Cheers, Ray RE: Dev Diary 23 :: 2016 :: October - Ray - 10-10-2016 Happy Thanksgivings to fellow Canadians, and sorry Monday is rolling around to the rest of the world who return to work tomorrow...(Canadian or not, it's not like me or Jay get days off) It has been one of the most exhausting weeks this year, over the last week...but let me start by answering the question many of you keep asking: "When is Match 3 going to end" / "When is the next event being released?" We have a few touch-ups, few minor fixes as testing continues, and the final prep/release. I may have forgot that this weekend was Thanksgiving in my expectation of the event release, but if you hop into the discord test team, you'll be able to full well see the progress from there. There isn't the utmost rush on our end with the event, or we'd have slopped it together last week. Tuesday should be the finalization of it all, the release will simply be the first possible day thereafter for a focused patch release. A couple points about this event release:
Working non-stop on IOU and feeling little progression towards the (prior to announced) road-map or the community desires has been a bit crippling for long-term players, and my enthusiasm. Admittedly, while I use the excuse of waiting on art-house assets (because I didn't want to invest time into using temporary assets just to redo them AGAIN after all this rehaul), it is effectively my fault for making the dumbest decision i've made with the development, and a huge flaw for my timeline expectations of the asset development from them. I have confronted the publisher involved with the push of going the route of the art-house in that I will not be relying on the art-house for future system development, and will be moving forward regardless. This was a poor political choice as far as a year ago. Working to find alternatives to develop while 'waiting' has been against all logic, and I'm turning that around starting the release of this patch. While time is sometimes needed to press on other issues (Immediate Bug fixes, backend additions/fixes, etc), the survey system will provide you the power to ensure our primary focus is towards one of several desires within our capabilities. I'll be very excited to see what the results become from the new development survey system! Tell me what you want, what you really really want... (Yes I just quoted Spice Girls) Cheers, Ray RE: Dev Diary 23 :: 2016 :: October - Ray - 10-10-2016 -Almost forgot, after the release of the event, we will be releasing the development board again to the public so you can see what we are actively working on. RE: Dev Diary 23 :: 2016 :: October - Ray - 10-13-2016 Howdy! It hasn't even been a half a day and there are plenty of great submissions on the community competition. Looking great folks Thank you for participating. Definitely a spirit lifter for myself and the team. Ray RE: Dev Diary 23 :: 2016 :: October - Ray - 10-17-2016 Good Sunday to you... How about we get through the biggest part....the survey results: ps. PM system was 1%, it got cut off in the chart, sorry! Clear winner here is the Expedition System Now - to get that underway, i'll be spending the next 2-3 days tackling how we will move forward with it...what will be included in the original plans, and what will not. This system has some tie-ins to not yet implemented features, so only the portions that can apply here can be developed with that in mind for the moment. What I can say however is that we will be relying on Isael the original artist on IOU (before the art-house) for the art-assets for this. Unlike the delays we have with the art-house this means we can have a far more fast paced development cycle and get things under way very quickly. We are going to ensure this system continues to move forward. Some major changes and key notes within the team have been and will be in the works...
Community Competition I'm excited to have been able to bring back a community competition. I've seen some great ideas...some that actually line up with ideas i've pondered about as well. After the processing of this community competition, i'll try to ensure we have another one lined up shortly after. Weekly Competitions - Trial Run I believe Listat is going to do a trial run with smaller competitions with rewards as well. I don't currently have any additional details to share on this yet as it was discussed just earlier today, so you'll just have to wait and see. Bug Report Reward - Trial Run In testing I began opening up rewarding users who reported major bugs / exploits for the event prior to release. This has a bit of a conflict of interest I believe where people may not report things in hopes to hold it against a reward, but along with that leaves a stronger impulse to actually report issues. If I can get better management on this, it will likely become a significant system across the board, and not just for pre-testing. On the other hand there's also potential if abuse occurs that this will just be shut down. Last of the Major Events This monster event is the last new event that we will be putting focus on for development. Repeats or an overall systematic change will occur for events in the next several months. Perhaps as we close in on features within the roadmap we can look back at new monthly mini-game events again....however I think we've accomplished a ridiculous mount of secondary games within the game itself at this point. Patch Frequency It was suggested that we release smaller patches more frequently instead of large ones less frequently. This is fairly difficult because Flash .fla's are not the easiest for version control, the pain of maintenance, and how it can potentially be less efficient...However I'm going to attempt it. We're going to try to double the frequency of patch releases and hopefully see if that also helps with speeding up the resolution of bug-fixes. Sometimes we fix an issue with a bug, but there's other aspects to an issue that remain and require waiting for the next patch before the continued fix is released. My hope is that we can tackle some of the bigger issues with the game more quickly with such a process plan. Engagement IOU while holding one of the biggest communities on Kongregate, has a significant initial engagement issue. Kongregate initiated research on this with very valuable video feedback from targeted audience users, and we got some great feedback from a new user perspective. I know many long-term users don't care about new users, but better engagement = higher CCU = more revenue = bigger team = more development...it matters to me and the game's future. We don't want to be flunking out on further publishing. The changes in regards to this individually are not very time consuming compared to a major feature but since there's quite a few things that could be cleaned up, i'll be splitting it up slowly so i'm not really digging into the new feature development. That's pretty much it! I have some new rehaul assets to share, but beyond that...catch you at the community discussion this week Final Planet Drafts: Cheers, Ray RE: Dev Diary 23 :: 2016 :: October - Ray - 10-24-2016 Hi Folks, I don't have an overly exciting dev blog to post this week since the new Expedition System is just getting underway, but i'll share what I can here. Event Plenty of complaints regarding how much time people are spending on the event. There's a couple solutions, but i'll introduce a couple arguments from misconceptions against this:
Server Changes I have spent the last few days delving into a LOT of old issues, finding areas of optimization, and stress-testing.
We are coming up on the first steps with the first half of the expedition release....admittedly the easier half. Harvesters Harvesting system is similar to the existing expedition system. We are implementing a building system for this, and will offer a new range of expeditions, along with a way to progress in a more fun way with the expedition system. You'll be able to upgrade your harvester far more significantly than the current system. Fuel Station Instead of limiting three fairly boring expeditions to three time values, how about we make them a little more interesting....and more fast paced! No sense in waiting 8+ hours for your results after you have started an expedition of your choosing. With fuel you'll be able to choose your expedition, and the tier. Higher tiers will cost more fuel. The fuel station is a building of its own, that you'll be able to upgrade in the future for higher productivity. That's it for now. I should definitely have some eye-candy to share with this new system by the next Dev Blog, and will even have internal testing going on by then. The 2nd half of the expeditions system pertains to Battle Ships. This part will take a bit longer but we'll be releasing the first half publicly so you don't have to wait for all of it Art Rehaul I've requested the art-house go back to the drawing board for the splash screen. I was not too excited for IOU to get a facelift title screen with warped/bent text, or being 100% space themed. So that's in the works. I have some art in that department but i'll wait for further updates. It is expected that all the assets are complete by late November and we can finally move forward with cleaner UI flow and get publishing elsewhere. For now, here are some new Arabian night drafts: RE: Dev Diary 23 :: 2016 :: October - Ray - 10-31-2016 Gerd Evening... This will be the weakest dev blog in a while as we begin ramping up for the beginning of November. As you've seen we pushed updates a lot more frequently. Mostly smaller but long-term cleaning that I hope is making a positive impact for the game. Servers After a lot of the optimizations that have made things far more responsive, and attempts to clean up the issues with challenge rooms, a couple lingering issues are still possibly present. I've been slow releasing new server builds each time an issue arises, and -so far- the newer builds have been completely stable, with a few older ones appearing to cause hiccups. Every time a server hiccups, I check to see if it's a new issues, or an old issue that was already fixed on a newer build, then replace that server with the newest build. Sorry for pushing the optimization experiments so early but I didn't want them to hold development back. If the disconnections persist, i'll be looking at implementing a quick and sloppy fishing auto-start if disconnection happens while you were fishing, to have it affect users far less through their nights. Competition The community competiton is getting locked up in the next day or so. We'll need 1-2 weeks to process things, so hang in there. Also, I really appreciate the effort users have gone into posting items for this competition. I'm looking forward to actually implementing at least a couple of the ideas, and possibly using others for the future. I'm expecting to have a new ComComp for December as well. Expedition System This weekend was a little slower for development than things have been in a while, and tomorrow is Halloween so i'll be quite busy. However i'm looking at getting internal testing for the new Harvesting system (with or without placement pieces just to get the sampling across) and then push public testing later this week. I'm quite looking forward to getting the first half out for improvements as soon as possible, then release it publicly while working out the 2nd half, grab feedback, improve, release, then move on to the next survey feature. I'll save the rest for next week's new monthly dev-blog. Cheers |