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		<title><![CDATA[Idle Online Universe RPG - Dev Blog]]></title>
		<link>https://iourpg.com/forum/</link>
		<description><![CDATA[Idle Online Universe RPG - https://iourpg.com/forum]]></description>
		<pubDate>Tue, 05 May 2026 14:29:06 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Unity and Beyond]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2608</link>
			<pubDate>Sun, 23 Sep 2018 22:56:05 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2608</guid>
			<description><![CDATA[Hey folks,<br />
<br />
Been a little while since I posted a development blog, since I've mostly just discussed things in chat/testing, but I felt it was time to give a more appropriate timeline and intention for where I anticipate the game going moving forward for 2018.<br />
<br />
<hr />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Unity</span></span><br />
We are tying a lot of features right now with the new larger integer system to sustain insanely large numbers within the client. This was already done for flash but set us back a fair bit on Unity. That being said it definitely didn't change my intention of having testers on the upcoming public test build. <br />
<br />
We anticipate multiple weekly test builds with all three of us (Myself, Jay &amp; Kay) working on the Unity side of things. Your participation and feedback will definitely help us get things moving along in a direction to get a base live build ready.<br />
<br />
There will be <span style="text-decoration: underline;">several </span>smaller systems that are not part of the testing yet that we'll be delegating among the team while focusing on the bigger areas.<br />
<br />
We are about a week behind the test builds (Intended for october 1st) as Kay is likely undergoing eye surgery but things are still progressing well enough.<br />
<br />
<span style="text-decoration: underline;">Base Live Build</span><br />
I expect this to happen by November, where we move the webGL build from testing servers, over to live....where we'll have a transitional process between flash &amp; unity.<br />
<br />
<span style="text-decoration: underline;">Goodbye Flash</span><br />
A generous death-date of the flash version that will likely never be touched again is the new year.<br />
<span style="font-weight: bold;">I HAVE BEEN ASKED: Nothing will happen to your character data. It is stored on the servers, not on the client!</span><br />
<br />
<span style="text-decoration: underline;">Stand-Alone</span><br />
We are anticipating a standalone version. This will be a very rough build initially, and we'll likely include that well before the new year to get feedback and testing on it.<br />
The goal will be to tie into notification systems within desktop-OSes between Mac and Windows, to allow you to be offline but have the option to receive notifications on things like "Club Claim is Ready!" to truly design a new stand-alone experience for an idle game.<br />
<br />
We will be tackling download-management Portals such as steam once we are 100% comfortable with the stability of it. I'll definitely be asking the help of the community for helping get it Greenlit as we are no longer partnered with Gamestop for this part of the publishing. I am confident we'd make it through; I'm not 100% confident how steam community would take this kind of game but that is always the risk.<br />
<br />
<span style="text-decoration: underline;">Mobile</span><br />
We will also be tackling android testing very very shortly after the webgl testing. This will be a drawn out process as mobile publishing is nothing like web, and a little more complicated than stand-alone due to Google/Apple updating processing that we'll have to adjust our workflow to.<br />
<br />
<br />
<br />
<hr />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Flash Finalization</span></span><br />
The sooner this happens, the sooner Unity becomes the full focus and speeds up the feature list.<br />
<br />
Here are the items I will be tackling immediately:<ul>
<li>Ability to respec ships</li>
<li>Woodcutting expansion. We have 70 trees ready...from 40.</li>
<li>Balancing ships &amp; expeditions. They got a little out of control beyond our expectations without softcaps.</li>
<li>Mining Depth Increase &amp; Diamond accrual changes on repeats</li>
<li>Mining NRG cost changes</li>
<li>Online Claim stacking improvements</li>
<li>Match 3 retro energy claim improvements</li>
<li>Y Upgrade &amp; shield balancing (currently a maybe)</li>
<li>Small QoL stuff<br />
</li></ul>
I will be making small adjustments still with flash during the transition, but we will not be focusing on it, and major improvements/changes will start to occur within the Unity version since full support and maintaining two drastically different clients is hell.<br />
<br />
<hr />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Event System Changes</span></span><br />
One thing that will probably occur unless a miracle occurs and the Unity version is 1000% live-ready before Halloween, is experimentation on a challenge-based event system.<br />
<br />
We will be running a temporary halloween-themed challenge that will have growing difficulty and rewards. I'll be having this within test at some point and we'll work through the feedback on how we can use this setup for future events by offering unique rewards similar to the original events well before the mini-games.<br />
<br />
The existing candy/halloween event would likely run parallel, since these will be experiments on working over things for the future.<br />
<br />
<hr />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Notes</span></span><br />
We have several systems that are basically planned and ready to go, but we'll be integrating them within Unity, since there will be 3 of us able to do so.<br />
<br />
Flash was always a pain because I was the only one who could work on it, and I'm by far no UI designer. That being said, with 3 of us able to work on the front-end, and two on the server-side, we will able to give a better flow of progress and updates.<br />
<br />
I'll fill you folks in on a lot more as we get further into Unity.]]></description>
			<content:encoded><![CDATA[Hey folks,<br />
<br />
Been a little while since I posted a development blog, since I've mostly just discussed things in chat/testing, but I felt it was time to give a more appropriate timeline and intention for where I anticipate the game going moving forward for 2018.<br />
<br />
<hr />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Unity</span></span><br />
We are tying a lot of features right now with the new larger integer system to sustain insanely large numbers within the client. This was already done for flash but set us back a fair bit on Unity. That being said it definitely didn't change my intention of having testers on the upcoming public test build. <br />
<br />
We anticipate multiple weekly test builds with all three of us (Myself, Jay &amp; Kay) working on the Unity side of things. Your participation and feedback will definitely help us get things moving along in a direction to get a base live build ready.<br />
<br />
There will be <span style="text-decoration: underline;">several </span>smaller systems that are not part of the testing yet that we'll be delegating among the team while focusing on the bigger areas.<br />
<br />
We are about a week behind the test builds (Intended for october 1st) as Kay is likely undergoing eye surgery but things are still progressing well enough.<br />
<br />
<span style="text-decoration: underline;">Base Live Build</span><br />
I expect this to happen by November, where we move the webGL build from testing servers, over to live....where we'll have a transitional process between flash &amp; unity.<br />
<br />
<span style="text-decoration: underline;">Goodbye Flash</span><br />
A generous death-date of the flash version that will likely never be touched again is the new year.<br />
<span style="font-weight: bold;">I HAVE BEEN ASKED: Nothing will happen to your character data. It is stored on the servers, not on the client!</span><br />
<br />
<span style="text-decoration: underline;">Stand-Alone</span><br />
We are anticipating a standalone version. This will be a very rough build initially, and we'll likely include that well before the new year to get feedback and testing on it.<br />
The goal will be to tie into notification systems within desktop-OSes between Mac and Windows, to allow you to be offline but have the option to receive notifications on things like "Club Claim is Ready!" to truly design a new stand-alone experience for an idle game.<br />
<br />
We will be tackling download-management Portals such as steam once we are 100% comfortable with the stability of it. I'll definitely be asking the help of the community for helping get it Greenlit as we are no longer partnered with Gamestop for this part of the publishing. I am confident we'd make it through; I'm not 100% confident how steam community would take this kind of game but that is always the risk.<br />
<br />
<span style="text-decoration: underline;">Mobile</span><br />
We will also be tackling android testing very very shortly after the webgl testing. This will be a drawn out process as mobile publishing is nothing like web, and a little more complicated than stand-alone due to Google/Apple updating processing that we'll have to adjust our workflow to.<br />
<br />
<br />
<br />
<hr />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Flash Finalization</span></span><br />
The sooner this happens, the sooner Unity becomes the full focus and speeds up the feature list.<br />
<br />
Here are the items I will be tackling immediately:<ul>
<li>Ability to respec ships</li>
<li>Woodcutting expansion. We have 70 trees ready...from 40.</li>
<li>Balancing ships &amp; expeditions. They got a little out of control beyond our expectations without softcaps.</li>
<li>Mining Depth Increase &amp; Diamond accrual changes on repeats</li>
<li>Mining NRG cost changes</li>
<li>Online Claim stacking improvements</li>
<li>Match 3 retro energy claim improvements</li>
<li>Y Upgrade &amp; shield balancing (currently a maybe)</li>
<li>Small QoL stuff<br />
</li></ul>
I will be making small adjustments still with flash during the transition, but we will not be focusing on it, and major improvements/changes will start to occur within the Unity version since full support and maintaining two drastically different clients is hell.<br />
<br />
<hr />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Event System Changes</span></span><br />
One thing that will probably occur unless a miracle occurs and the Unity version is 1000% live-ready before Halloween, is experimentation on a challenge-based event system.<br />
<br />
We will be running a temporary halloween-themed challenge that will have growing difficulty and rewards. I'll be having this within test at some point and we'll work through the feedback on how we can use this setup for future events by offering unique rewards similar to the original events well before the mini-games.<br />
<br />
The existing candy/halloween event would likely run parallel, since these will be experiments on working over things for the future.<br />
<br />
<hr />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Notes</span></span><br />
We have several systems that are basically planned and ready to go, but we'll be integrating them within Unity, since there will be 3 of us able to do so.<br />
<br />
Flash was always a pain because I was the only one who could work on it, and I'm by far no UI designer. That being said, with 3 of us able to work on the front-end, and two on the server-side, we will able to give a better flow of progress and updates.<br />
<br />
I'll fill you folks in on a lot more as we get further into Unity.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 34]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2542</link>
			<pubDate>Wed, 31 Jan 2018 01:24:15 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2542</guid>
			<description><![CDATA[Hey Folks...time for a dev blog I think!<br />
<br />
I will no longer add the month at the end of the dev diaries as they simply won't be monthly.<br />
<br />
As many of you know January was pretty crappy for me and we got set back nearly 4 weeks on development, but we're back in biz! And a lot more than nothing has been in the works in the background <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
So what's coming?<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Gold Logs</span></span><br />
Well aware of the growth of this new currency being a bit unbalanced, especially for those who didn't have the upgrades before. Changes for this are coming and are now active (although not official yet) in testing.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Pet Arena Expansion</span></span><br />
Yes! Finally?<br />
<br />
Lets take a look at some of your new opponents:<br />
<img src="http://iourpg.com/ss/Screenshot_1.png" border="0" alt="[Image: Screenshot_1.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_2.png" border="0" alt="[Image: Screenshot_2.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_3.png" border="0" alt="[Image: Screenshot_3.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_4.png" border="0" alt="[Image: Screenshot_4.png]" /><br />
<br />
No word on just how high Pet Arena will go to, nor the changes that will be included for the rewards yet though. I'll get things running in test at some point then we'll make the necessary changes for then <img src="https://iourpg.com/forum/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Pet Expansion?</span></span><br />
Yes. We had a competition on this for community skins. We already have what we need for tiers 16-20+ skins, however, you'll be able to select your own pet skins instead of being bound to pet tier skins! <br />
<br />
But how you might ask? With a Petadontist of course...you'll have a new window where you can select from tons of skins....find ways to unlock skins, or buy skins.<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_5.png" border="0" alt="[Image: Screenshot_5.png]" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Shop</span></span><br />
One of the most outdated systems in the game, is the 'shop'. I have had so many requests for being able to trade &lt;x&gt; currency for &lt;y&gt;. I always said no, because such systems would mess up the economy further, however, in a limited sense this isn't a problem!<br />
<br />
So, how about a new shop that gives one-time deals, daily deals, etc? <br />
[Monday one-time Deal] Trade 50 Infinity Matter for 250 diamonds<br />
[Tuesday one-time Deal] Trade 10 Wood NRG for 1 Bingo Ticket<br />
<br />
These aren't official deals, nor specifically how it will definitely work, but we'll be looking at generating offers globally to players to make the new shop a nice treat.<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_6.png" border="0" alt="[Image: Screenshot_6.png]" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Unity Client</span></span><br />
Holy I'm behind a lot now because of this crappy month. Trying to catch up on everything else but I'll be diving into this development heavily again soon for more updates.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Orbs</span></span><br />
New orbs will be coming again soonish, along with a likely 2nd layer for being able to use straggler crystals for improving the bonuses on all your orbs.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Guilds</span></span><br />
We have a new building coming early this year...but we also have guilds...not going to name any names...but guilds that are reaching lv 200. So some work needs to be done to improve the longevity of guild investments and participations.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Santa Event &amp; New Years</span></span><br />
Deductions have begun and will increase pretty quickly on the New Years Event...<br />
<br />
Match 3 will be replacing both events very very soon.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">IOU Official Website</span></span><br />
Level has done some great work on a new official landing page for iourpg.com....it'll be official very soon:<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_7.png" width="570" height="435" border="0" alt="[Image: Screenshot_7.png]" /><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">VIP Upgrade</span></span><br />
We'll be looking at adding 1 new VIP upgrade over the next couple months. Undecided exactly which bonus as of yet.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bingo</span></span><br />
We know of a couple issues going on with Bingo...we'll be working out minor improvements over the next few weeks. Bear with us on this, it's a pretty low priority system for us right now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Mining</span></span><br />
We are entertaining the idea to a major revamp to mining. Nothing official, nothing to really note at the moment but it's amping to the point that it needs some reworking for the future.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Other fixes/improvements</span></span><br />
<span style="font-style: italic;"><span style="font-weight: bold;">I know there's a lot I'm not mentioning</span></span>...I'm brain-fried from jumping back into everything recently so apologies on that. We'll be working through a lot of the issues that have been reported and suggestions from Q&amp;A that made it into the trello board though.<br />
<br />
Things are active again in testing as well so don't shy from helping fry the issues before release <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Cheers.]]></description>
			<content:encoded><![CDATA[Hey Folks...time for a dev blog I think!<br />
<br />
I will no longer add the month at the end of the dev diaries as they simply won't be monthly.<br />
<br />
As many of you know January was pretty crappy for me and we got set back nearly 4 weeks on development, but we're back in biz! And a lot more than nothing has been in the works in the background <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
So what's coming?<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Gold Logs</span></span><br />
Well aware of the growth of this new currency being a bit unbalanced, especially for those who didn't have the upgrades before. Changes for this are coming and are now active (although not official yet) in testing.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Pet Arena Expansion</span></span><br />
Yes! Finally?<br />
<br />
Lets take a look at some of your new opponents:<br />
<img src="http://iourpg.com/ss/Screenshot_1.png" border="0" alt="[Image: Screenshot_1.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_2.png" border="0" alt="[Image: Screenshot_2.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_3.png" border="0" alt="[Image: Screenshot_3.png]" /><br />
<br />
<img src="http://iourpg.com/ss/Screenshot_4.png" border="0" alt="[Image: Screenshot_4.png]" /><br />
<br />
No word on just how high Pet Arena will go to, nor the changes that will be included for the rewards yet though. I'll get things running in test at some point then we'll make the necessary changes for then <img src="https://iourpg.com/forum/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Pet Expansion?</span></span><br />
Yes. We had a competition on this for community skins. We already have what we need for tiers 16-20+ skins, however, you'll be able to select your own pet skins instead of being bound to pet tier skins! <br />
<br />
But how you might ask? With a Petadontist of course...you'll have a new window where you can select from tons of skins....find ways to unlock skins, or buy skins.<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_5.png" border="0" alt="[Image: Screenshot_5.png]" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Shop</span></span><br />
One of the most outdated systems in the game, is the 'shop'. I have had so many requests for being able to trade &lt;x&gt; currency for &lt;y&gt;. I always said no, because such systems would mess up the economy further, however, in a limited sense this isn't a problem!<br />
<br />
So, how about a new shop that gives one-time deals, daily deals, etc? <br />
[Monday one-time Deal] Trade 50 Infinity Matter for 250 diamonds<br />
[Tuesday one-time Deal] Trade 10 Wood NRG for 1 Bingo Ticket<br />
<br />
These aren't official deals, nor specifically how it will definitely work, but we'll be looking at generating offers globally to players to make the new shop a nice treat.<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_6.png" border="0" alt="[Image: Screenshot_6.png]" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Unity Client</span></span><br />
Holy I'm behind a lot now because of this crappy month. Trying to catch up on everything else but I'll be diving into this development heavily again soon for more updates.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Orbs</span></span><br />
New orbs will be coming again soonish, along with a likely 2nd layer for being able to use straggler crystals for improving the bonuses on all your orbs.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Guilds</span></span><br />
We have a new building coming early this year...but we also have guilds...not going to name any names...but guilds that are reaching lv 200. So some work needs to be done to improve the longevity of guild investments and participations.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Santa Event &amp; New Years</span></span><br />
Deductions have begun and will increase pretty quickly on the New Years Event...<br />
<br />
Match 3 will be replacing both events very very soon.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">IOU Official Website</span></span><br />
Level has done some great work on a new official landing page for iourpg.com....it'll be official very soon:<br />
<br />
<img src="http://iourpg.com/ss/Screenshot_7.png" width="570" height="435" border="0" alt="[Image: Screenshot_7.png]" /><br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">VIP Upgrade</span></span><br />
We'll be looking at adding 1 new VIP upgrade over the next couple months. Undecided exactly which bonus as of yet.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bingo</span></span><br />
We know of a couple issues going on with Bingo...we'll be working out minor improvements over the next few weeks. Bear with us on this, it's a pretty low priority system for us right now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Mining</span></span><br />
We are entertaining the idea to a major revamp to mining. Nothing official, nothing to really note at the moment but it's amping to the point that it needs some reworking for the future.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Other fixes/improvements</span></span><br />
<span style="font-style: italic;"><span style="font-weight: bold;">I know there's a lot I'm not mentioning</span></span>...I'm brain-fried from jumping back into everything recently so apologies on that. We'll be working through a lot of the issues that have been reported and suggestions from Q&amp;A that made it into the trello board though.<br />
<br />
Things are active again in testing as well so don't shy from helping fry the issues before release <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
Cheers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 33 - November]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2488</link>
			<pubDate>Sat, 18 Nov 2017 15:29:04 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2488</guid>
			<description><![CDATA[Hey folks...<br />
<br />
I haven't done a dev blog in ages as we've just been pushing out updates and announcing on discord, however I know many of you prefer a more official posting on what is going on so here it is!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Surveys</span></span><br />
I won't be doing these for a little while I don't think. I'll be working with testers and the community to handle priorities as they come until the new year, while also undergoing efforts towards things I personally feel can be accomplished in short enough time to keep these updates streamlined into the new year.<br />
<br />
This is not to say they won't be back or used in another manner.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Forums</span></span><br />
Forums aren't as popular these days, but I think we'll be anchoring some uses towards them again. I will be working with Lynn to get things moving here more often, including some kind of smaller Community Events going once again.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Events</span></span><br />
Some time next year I don't believe we'll be running the mini-game events anymore. I know some of you have your favorites (match 3, clean energy, etc), however these events are a little less practical to keep going. <br />
When/if we migrate the client away from flash (More info below), I'd like to have a more consistent event system that allows us to integrate new content injections as opposed to different/repeat minigames.<br />
<br />
Also, next event coming up is global warming. It will be included with the new Orbs patch in a ~week.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Migration?</span></span><br />
Or rather, a port....I've been looking at an integration of IOU within Unity to be able to host the game on WebGL, Windows/mac/linux, iOS, Android and so forth. Localization, visual FX, patchnotes, and other more fluid features that will make IOU a little more young again, and bring newer audiences to it.<br />
<br />
The reason? Flash is being killed off by Adobe by 2020, but jackass corporations like Google, Mozilla and Microsoft are giving some pretty hefty efforts already to kill it today without any regard for the fans of it, or the small businesses/hobbyists whose world revolves around it.<br />
<br />
I'm getting more and more reports of people having issues with flash (especially on Chrome....looking at you Google)...so it's time to look at where the game will head in the future in terms of client support.<br />
<br />
If you're interested in seeing the progression of this client over the next few months (expected time for it to be ready would be late spring, early summer), you should join us within the test channel at:<br />
<br />
<a href="https://discord.gg/0swWvJsHG6CCBLdY" target="_blank">https://discord.gg/0swWvJsHG6CCBLdY</a><br />
<br />
And you can access the client (connected to the test server, not live) at:<br />
<br />
<a href="http://iourpg.com/unity" target="_blank">http://iourpg.com/unity</a><br />
<br />
As a final note regarding the unity port, don't worry...this is not like the server migration where there's months without updates because of the required efforts. I'm only touching base on the development of this before I hit the hay every night. It's slower than it could be but it isn't really affecting the growth of development on IOU.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">ORBS??? Also what is with the whispers of ascension changes I am hearing?</span></span><br />
Yadda yadda, new orbs are coming. 5 of them in fact very soon, and another 5 down the road. The testing/development does not begin until next week so there is <span style="text-decoration: underline;">Not a lot of official information to give yet!</span><br />
<br />
There will however definitely be a Ship Arena orb out of the five. This orb will likely come as part of an assassination on an issue that plagues Ascension upgrades. Many are focusing their builds towards Ship Arena, then vice versa...waiting months and repeating. This has been a known problem with the system without a solid non-exploitative resolution. Well..we have a solution I'm working towards. It should be as positive as any solution could be at this point.<br />
<br />
<span style="text-decoration: underline;">We are looking at one of the following two changes at the same time as the Ship Arena Orb release:</span><br />
<ol type="1">
<li>Removing Ship Arena Ascension upgrades all together. Refunding the points put into them.</li>
<li>Reducing the Ship Arena Ascension upgrade caps to a feasible number where you don't need to invest heavily to maintain.<br />
</li></ol>
In all cases, you should be able to make use of the new orb to get back to higher states within the ship arena. I know some people are on the edge case of a build towards ship arena, thus, losing out on DPS/gains. This is why we'll ensure to refund you immediately instead of replacing the upgrade with something else, regardless of which option we go with, so you can rebuild towards your more preferable setup.<br />
<br />
There was so many suggestions about "Charge people to reset ascension like trophies" or "give &lt;x&gt; faster cooldowns on point resets", but people are missing a significant point here in that the system is practically exploitative if you can switch the builds quickly, regardless of spending or not. The intent with the system was to ensure a more decisive role in your choice of upgrade distribution, however it is clear this doesn't work well with the IOU community.<br />
<br />
After this change we'll look at any other upgrades that might have similar issues, potentially resolve those and <span style="text-decoration: underline;">then</span> we can make the upgrades work similar to trophy downgrades, as there won't be any exploits within the system. I cannot, however do it before then.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Crystals</span></span><br />
Not 100% on costs yet. I know you have been smart and saving these up even since before the crystal sac option was removed.......right?<br />
<br />
I'm sure i'll be including crystal rewards in the upcoming Global Warming event, but also will be including some new packs with the upcoming new Pack Window.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Packs?</span></span><br />
Yes. People have been bugging me for something new to invest in, along with currency sinks, and they are coming.<br />
<br />
<span style="text-decoration: underline;">Subscription Pack</span><br />
This is a far more affordable pack that gives more resources over time. Not a pack that is needed by any standard but certain a nice treat for the price:<br />
&#36;10/100kred<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">For 30 days, Every day you receive:</span></span><br />
-100 Diamonds<br />
-10 Food<br />
-1 Dynamite<br />
<br />
<span style="text-decoration: underline;">Weekly Pack</span><br />
A procedural generated pack that gives a fair amount of diamonds, and a mix of two other currencies. The pack will be the same for everyone and automatically change at midnight on Sundays.<br />
<br />
<span style="text-decoration: underline;">Daily Pack</span><br />
A procedural generated pack that gives a fair amount of diamonds, and a mix of two other currencies. The pack will be the same for everyone and automatically change at midnight <span style="text-decoration: underline;"><span style="font-style: italic;">every day</span></span>.<br />
<br />
<span style="text-decoration: underline;">AP Packs</span><br />
We have some one-timer AP packs coming. Purchasing the existing will unlock the higher tier of the pack. I know there isn't a huge use for AP these days outside of the pet arena, and I wouldn't reducing the Pet Arena AP requirements in place of something more appropriate and less maintenance-consistent, but that's for another day. This pack is here anyways.<br />
<br />
<span style="text-decoration: underline;">Crystal Packs</span><br />
Thanks to the testers we were able to come up a generous amount of Crystals for these packs. The option is there if you need more crystals for other unlocks, outside of mining/events.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">VIP Upgrades</span></span><br />
If you haven't heard already...we're changing this system up a bit.<br />
<br />
<span style="font-style: italic;"><span style="text-decoration: underline;">Level cap on VIP upgrades is now 50, from 100, however:</span></span><br />
:: +25 to level cap after your FIRST ascension<br />
:: +25 to level cap after your SECOND ascension<br />
:: +50 to level cap after your FINAL ascension<br />
<br />
<br />
This means the new cap will be 150.<br />
<br />
Also, we've added a new Multicatch VIP upgrade that you can invest in to improve your chances to catch additional fish.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Challenges are getting old</span></span><br />
Indeed. So is waiting for the Beast system. <br />
<br />
Unfortunately there's some bigger plans ahead with these two systems that require some other work to be finalized before these can be expanded on. One of the reasons I am going towards no surveys for major items for a while is this very reason. We're discussing internally some options moving forward to sincerely expand on how this content works, and other things players can work towards in the long-term to ensure these systems are less of a pain, and more of an exciting challenge towards rewards/progression.<br />
<br />
Beasts unfortunately does not have the tie-in yet it deserves, but we are looking towards that this upcoming new year for sure.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">If no beasts soon, what about Global Event?</span></span><br />
New years is coming...and we know that one is prepared. I see no reason it won't be there with some changes/improvements.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Black Friday?</span></span><br />
Negative. There will not be a marketing push set up for this. The new packs / pack window are coming close to it, so I don't see much reason to push marketing so heavily at this time beyond that.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Servers are acting weird?</span></span><br />
Been getting some heads up on lag spikes and other issues. We will be working towards optimizations and digging into the cause more intensely after the orb patch.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Clients are acting weird?</span></span><br />
Chrome...usually. Something is going on with browsers &amp; flash lately. I mentioned this above. I have no solutions at the moment. Keep an eye on the browser console to see if there's any indications for now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">PvP</span></span><br />
We have the bandaid on, but we're still working to improve our first aid kit on this issue.<br />
<br />
We're looking at setting up a different ladder system for PvP, where instead of having to switch control drones and ensure you're within the top places for your tier to avoid being exploited down the list, that you'll simply need to fight people (similar to now) around your size. Defeating people of higher challenge will give you additional points towards your ladder.<br />
<br />
You'll be given enemies based on your current ladder tier, and as you defeat them and increase your ladder (reward tier) the enemies will get more difficult. I think this can ensure players will be placed into appropriate tiers this way, leaving no limit on the reward tiers based on effort/progresion.<br />
On top of this, we will likely have the top lists for PvP cleared every week for fresh starts. <br />
<br />
This isn't finalized or official yet, it's just something we are looking into. We will have things going on test likely in december and I'm sure the testing community will give appropriate feedback to ensure it's a much better system in the end.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bingo</span></span><br />
lul. It's ready though. We have some criticism about the progression of Bingo Levels for this so we'll be looking at a final touchup on that before releasing. Bingo <span style="text-decoration: underline;">WILL</span> happen.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Pets</span></span><br />
We have several new pet proposals. We'll be deciding which ones we go with before we move ahead with a +5 pet tier cap.<br />
<br />
We also have planned a 21+ tier cap, as food progression rises and the future will obviously allow you to surpass such tiers.<br />
<br />
Alas, for the release of this we WILL be setting up Pet Icon selection. Don't like your tier icon? Change it.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal Notes</span></span><br />
After the trophy rehaul, as much as the positive feedback I got from it was, it required reworking some hefty things that burnt me out a little bit. Since then, I want a little break on major major items. The survey selecting my workload can be fine but I'd like to work on smaller things that make the game far better in swifter releases, at least until the new year.<br />
<br />
There's a lot of improvements coming by the new year. Stay tuned.<br />
<br />
-Ray]]></description>
			<content:encoded><![CDATA[Hey folks...<br />
<br />
I haven't done a dev blog in ages as we've just been pushing out updates and announcing on discord, however I know many of you prefer a more official posting on what is going on so here it is!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Surveys</span></span><br />
I won't be doing these for a little while I don't think. I'll be working with testers and the community to handle priorities as they come until the new year, while also undergoing efforts towards things I personally feel can be accomplished in short enough time to keep these updates streamlined into the new year.<br />
<br />
This is not to say they won't be back or used in another manner.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Forums</span></span><br />
Forums aren't as popular these days, but I think we'll be anchoring some uses towards them again. I will be working with Lynn to get things moving here more often, including some kind of smaller Community Events going once again.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Events</span></span><br />
Some time next year I don't believe we'll be running the mini-game events anymore. I know some of you have your favorites (match 3, clean energy, etc), however these events are a little less practical to keep going. <br />
When/if we migrate the client away from flash (More info below), I'd like to have a more consistent event system that allows us to integrate new content injections as opposed to different/repeat minigames.<br />
<br />
Also, next event coming up is global warming. It will be included with the new Orbs patch in a ~week.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Migration?</span></span><br />
Or rather, a port....I've been looking at an integration of IOU within Unity to be able to host the game on WebGL, Windows/mac/linux, iOS, Android and so forth. Localization, visual FX, patchnotes, and other more fluid features that will make IOU a little more young again, and bring newer audiences to it.<br />
<br />
The reason? Flash is being killed off by Adobe by 2020, but jackass corporations like Google, Mozilla and Microsoft are giving some pretty hefty efforts already to kill it today without any regard for the fans of it, or the small businesses/hobbyists whose world revolves around it.<br />
<br />
I'm getting more and more reports of people having issues with flash (especially on Chrome....looking at you Google)...so it's time to look at where the game will head in the future in terms of client support.<br />
<br />
If you're interested in seeing the progression of this client over the next few months (expected time for it to be ready would be late spring, early summer), you should join us within the test channel at:<br />
<br />
<a href="https://discord.gg/0swWvJsHG6CCBLdY" target="_blank">https://discord.gg/0swWvJsHG6CCBLdY</a><br />
<br />
And you can access the client (connected to the test server, not live) at:<br />
<br />
<a href="http://iourpg.com/unity" target="_blank">http://iourpg.com/unity</a><br />
<br />
As a final note regarding the unity port, don't worry...this is not like the server migration where there's months without updates because of the required efforts. I'm only touching base on the development of this before I hit the hay every night. It's slower than it could be but it isn't really affecting the growth of development on IOU.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">ORBS??? Also what is with the whispers of ascension changes I am hearing?</span></span><br />
Yadda yadda, new orbs are coming. 5 of them in fact very soon, and another 5 down the road. The testing/development does not begin until next week so there is <span style="text-decoration: underline;">Not a lot of official information to give yet!</span><br />
<br />
There will however definitely be a Ship Arena orb out of the five. This orb will likely come as part of an assassination on an issue that plagues Ascension upgrades. Many are focusing their builds towards Ship Arena, then vice versa...waiting months and repeating. This has been a known problem with the system without a solid non-exploitative resolution. Well..we have a solution I'm working towards. It should be as positive as any solution could be at this point.<br />
<br />
<span style="text-decoration: underline;">We are looking at one of the following two changes at the same time as the Ship Arena Orb release:</span><br />
<ol type="1">
<li>Removing Ship Arena Ascension upgrades all together. Refunding the points put into them.</li>
<li>Reducing the Ship Arena Ascension upgrade caps to a feasible number where you don't need to invest heavily to maintain.<br />
</li></ol>
In all cases, you should be able to make use of the new orb to get back to higher states within the ship arena. I know some people are on the edge case of a build towards ship arena, thus, losing out on DPS/gains. This is why we'll ensure to refund you immediately instead of replacing the upgrade with something else, regardless of which option we go with, so you can rebuild towards your more preferable setup.<br />
<br />
There was so many suggestions about "Charge people to reset ascension like trophies" or "give &lt;x&gt; faster cooldowns on point resets", but people are missing a significant point here in that the system is practically exploitative if you can switch the builds quickly, regardless of spending or not. The intent with the system was to ensure a more decisive role in your choice of upgrade distribution, however it is clear this doesn't work well with the IOU community.<br />
<br />
After this change we'll look at any other upgrades that might have similar issues, potentially resolve those and <span style="text-decoration: underline;">then</span> we can make the upgrades work similar to trophy downgrades, as there won't be any exploits within the system. I cannot, however do it before then.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Crystals</span></span><br />
Not 100% on costs yet. I know you have been smart and saving these up even since before the crystal sac option was removed.......right?<br />
<br />
I'm sure i'll be including crystal rewards in the upcoming Global Warming event, but also will be including some new packs with the upcoming new Pack Window.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Packs?</span></span><br />
Yes. People have been bugging me for something new to invest in, along with currency sinks, and they are coming.<br />
<br />
<span style="text-decoration: underline;">Subscription Pack</span><br />
This is a far more affordable pack that gives more resources over time. Not a pack that is needed by any standard but certain a nice treat for the price:<br />
&#36;10/100kred<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">For 30 days, Every day you receive:</span></span><br />
-100 Diamonds<br />
-10 Food<br />
-1 Dynamite<br />
<br />
<span style="text-decoration: underline;">Weekly Pack</span><br />
A procedural generated pack that gives a fair amount of diamonds, and a mix of two other currencies. The pack will be the same for everyone and automatically change at midnight on Sundays.<br />
<br />
<span style="text-decoration: underline;">Daily Pack</span><br />
A procedural generated pack that gives a fair amount of diamonds, and a mix of two other currencies. The pack will be the same for everyone and automatically change at midnight <span style="text-decoration: underline;"><span style="font-style: italic;">every day</span></span>.<br />
<br />
<span style="text-decoration: underline;">AP Packs</span><br />
We have some one-timer AP packs coming. Purchasing the existing will unlock the higher tier of the pack. I know there isn't a huge use for AP these days outside of the pet arena, and I wouldn't reducing the Pet Arena AP requirements in place of something more appropriate and less maintenance-consistent, but that's for another day. This pack is here anyways.<br />
<br />
<span style="text-decoration: underline;">Crystal Packs</span><br />
Thanks to the testers we were able to come up a generous amount of Crystals for these packs. The option is there if you need more crystals for other unlocks, outside of mining/events.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">VIP Upgrades</span></span><br />
If you haven't heard already...we're changing this system up a bit.<br />
<br />
<span style="font-style: italic;"><span style="text-decoration: underline;">Level cap on VIP upgrades is now 50, from 100, however:</span></span><br />
:: +25 to level cap after your FIRST ascension<br />
:: +25 to level cap after your SECOND ascension<br />
:: +50 to level cap after your FINAL ascension<br />
<br />
<br />
This means the new cap will be 150.<br />
<br />
Also, we've added a new Multicatch VIP upgrade that you can invest in to improve your chances to catch additional fish.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Challenges are getting old</span></span><br />
Indeed. So is waiting for the Beast system. <br />
<br />
Unfortunately there's some bigger plans ahead with these two systems that require some other work to be finalized before these can be expanded on. One of the reasons I am going towards no surveys for major items for a while is this very reason. We're discussing internally some options moving forward to sincerely expand on how this content works, and other things players can work towards in the long-term to ensure these systems are less of a pain, and more of an exciting challenge towards rewards/progression.<br />
<br />
Beasts unfortunately does not have the tie-in yet it deserves, but we are looking towards that this upcoming new year for sure.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">If no beasts soon, what about Global Event?</span></span><br />
New years is coming...and we know that one is prepared. I see no reason it won't be there with some changes/improvements.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Black Friday?</span></span><br />
Negative. There will not be a marketing push set up for this. The new packs / pack window are coming close to it, so I don't see much reason to push marketing so heavily at this time beyond that.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Servers are acting weird?</span></span><br />
Been getting some heads up on lag spikes and other issues. We will be working towards optimizations and digging into the cause more intensely after the orb patch.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Clients are acting weird?</span></span><br />
Chrome...usually. Something is going on with browsers &amp; flash lately. I mentioned this above. I have no solutions at the moment. Keep an eye on the browser console to see if there's any indications for now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">PvP</span></span><br />
We have the bandaid on, but we're still working to improve our first aid kit on this issue.<br />
<br />
We're looking at setting up a different ladder system for PvP, where instead of having to switch control drones and ensure you're within the top places for your tier to avoid being exploited down the list, that you'll simply need to fight people (similar to now) around your size. Defeating people of higher challenge will give you additional points towards your ladder.<br />
<br />
You'll be given enemies based on your current ladder tier, and as you defeat them and increase your ladder (reward tier) the enemies will get more difficult. I think this can ensure players will be placed into appropriate tiers this way, leaving no limit on the reward tiers based on effort/progresion.<br />
On top of this, we will likely have the top lists for PvP cleared every week for fresh starts. <br />
<br />
This isn't finalized or official yet, it's just something we are looking into. We will have things going on test likely in december and I'm sure the testing community will give appropriate feedback to ensure it's a much better system in the end.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bingo</span></span><br />
lul. It's ready though. We have some criticism about the progression of Bingo Levels for this so we'll be looking at a final touchup on that before releasing. Bingo <span style="text-decoration: underline;">WILL</span> happen.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Pets</span></span><br />
We have several new pet proposals. We'll be deciding which ones we go with before we move ahead with a +5 pet tier cap.<br />
<br />
We also have planned a 21+ tier cap, as food progression rises and the future will obviously allow you to surpass such tiers.<br />
<br />
Alas, for the release of this we WILL be setting up Pet Icon selection. Don't like your tier icon? Change it.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal Notes</span></span><br />
After the trophy rehaul, as much as the positive feedback I got from it was, it required reworking some hefty things that burnt me out a little bit. Since then, I want a little break on major major items. The survey selecting my workload can be fine but I'd like to work on smaller things that make the game far better in swifter releases, at least until the new year.<br />
<br />
There's a lot of improvements coming by the new year. Stay tuned.<br />
<br />
-Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 32 :: 2017 - August]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2461</link>
			<pubDate>Thu, 17 Aug 2017 01:52:57 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2461</guid>
			<description><![CDATA[Hey Folks,<br />
<br />
Been a fair while since the last dev blog post. I figured this survey would be a good time to go over things.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">First:</span> What have you been working on?</span><br />
<br />
For starters...aside from the major testing phases with the new ascension rehaul and cleanups after the release, it has been a long haul with backend changes/improvements.<br />
<br />
We ended up migrating away from using dedicated Windows based machines over to Linux (Ubuntu). Because IOU has a large player-base that constantly remains online, and with the insane amount of packets being sent back and forth, and the amount of rooms required to keep this up, it has been a very costly self-hosting run over the last year. <br />
<br />
Linux costs half as much to start, and we went with long-term prepaid contracts to reduce the prices even more to ensure IOU sticks around for years to come.<br />
<br />
We've also run into the plague with the challenge issues that we finally cleaned up. Not that there won't be a rare case of connection issues with players because of routing, ISP, lag, etc, but I think challenges from here on should remain more stable than they have ever been since the beginning, as we rewrote and cleaned up significant sections to improve stability outside of the underlying issue that was causing people to drop prior to the challenges beginning.<br />
<br />
I think with our next image release coming up we won't have to touch any back-end development for a nice while, which will leave a significant amount more time to develop features. We could certainly use better tools on the support side but we have what we need in the mean-time.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">What's Next?</span> Spill the beans on the survey already!</span><br />
There's a clear indicator that the large amount of players over on discord don't actually make up a large portion of other players; the kind that play perhaps more casually and don't bother with tickets or community.<br />
<br />
This is obvious when we look back at the survey where players requested a fishing expansion...and now with this survey.<br />
<br />
Please continue to read after seeing the results as I know in hindsight there will be disappointment with the winning item:<br />
<br />
<img src="http://iourpg.com/ss/diary/surveyresults.png" border="0" alt="[Image: surveyresults.png]" /><br />
<br />
Initially, Trophy Rehaul and EP Rehaul had their counts growing well, with Instant Mine/Chop not far behind but today it appears it won the race, and just by a bit over Trophy Re-haul.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">I have good news though for those not exactly happy about Instant Mine/Chop being of priority.</span></span><br />
<br />
When I saw that it was unlikely that Instant Mining/Chop would be surpassed today, I started working on a quick implementation of Instant Mining &amp; Chopping:<br />
<br />
<img src="http://iourpg.com/ss/diary/MineAll.gif" border="0" alt="[Image: MineAll.gif]" /><br />
<br />
and...<br />
<br />
<img src="http://iourpg.com/ss/diary/CutAll.gif" border="0" alt="[Image: CutAll.gif]" /><br />
<br />
<hr />
Now, with this being ready for testing pronto and likely live by early next week. I think I can say this item is done/closed and move onto the <span style="text-decoration: underline;"><span style="font-weight: bold;">Trophy Rehaul.</span></span> Will be opening discussions in testing next week with some proposal(s).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Okay, and what about Beasts?</span></span><br />
I got pretty far with the beasts screens, and possibly could have just put it into testing without finishing them all, but even the time it took me to get the few screens going I felt like things were moving too slow and hindering my ability to spend time on things we could see sooner.<br />
<br />
I'm going to pick it back up very soon. I apologize for just dropping progress on this but with the back-end issues and the delays on the ascension re-haul, I simply needed to change my focus for a while, before I lost it all together.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Anything Else?</span></span><br />
There's actually a fair bit of cleaned up art for challenges by Isael that I could add at any point in time, but it just hasn't been such a priority yet.<br />
<br />
Other things coming up:<br />
<br />
<span style="text-decoration: underline;">Bingo</span><br />
I know...you're probably tired of hearing this one. However from recent tests I am confident we can release this finally. Right now I'm waiting on negotiation with Kongregate on a promo event with the release of bingo, where we'll likely be running it every day for 7 days, then 1-2 days per week thereafter as the promotional release.<br />
<br />
If you're wondering what bingo will entail...well, it's more free stuff.<br />
<br />
<span style="text-decoration: underline;">Pack Window Cleanup</span><br />
I've undergone this task as something that needed to be cleaned up and expanded upon. The new pack window will include diamond packs and the alternate packs all in their own categories, along with expanding on available packs....including Level-Up reward packs section which will be made available in the future, when I feel comfortable with the existing systems and can include the newer currencies/items that they'll persist with.<br />
<br />
That's all for now. If you want to be a bigger part of the development, make sure to take part in the testing when it's present!<br />
<br />
Thanks,<br />
Ray]]></description>
			<content:encoded><![CDATA[Hey Folks,<br />
<br />
Been a fair while since the last dev blog post. I figured this survey would be a good time to go over things.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">First:</span> What have you been working on?</span><br />
<br />
For starters...aside from the major testing phases with the new ascension rehaul and cleanups after the release, it has been a long haul with backend changes/improvements.<br />
<br />
We ended up migrating away from using dedicated Windows based machines over to Linux (Ubuntu). Because IOU has a large player-base that constantly remains online, and with the insane amount of packets being sent back and forth, and the amount of rooms required to keep this up, it has been a very costly self-hosting run over the last year. <br />
<br />
Linux costs half as much to start, and we went with long-term prepaid contracts to reduce the prices even more to ensure IOU sticks around for years to come.<br />
<br />
We've also run into the plague with the challenge issues that we finally cleaned up. Not that there won't be a rare case of connection issues with players because of routing, ISP, lag, etc, but I think challenges from here on should remain more stable than they have ever been since the beginning, as we rewrote and cleaned up significant sections to improve stability outside of the underlying issue that was causing people to drop prior to the challenges beginning.<br />
<br />
I think with our next image release coming up we won't have to touch any back-end development for a nice while, which will leave a significant amount more time to develop features. We could certainly use better tools on the support side but we have what we need in the mean-time.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">What's Next?</span> Spill the beans on the survey already!</span><br />
There's a clear indicator that the large amount of players over on discord don't actually make up a large portion of other players; the kind that play perhaps more casually and don't bother with tickets or community.<br />
<br />
This is obvious when we look back at the survey where players requested a fishing expansion...and now with this survey.<br />
<br />
Please continue to read after seeing the results as I know in hindsight there will be disappointment with the winning item:<br />
<br />
<img src="http://iourpg.com/ss/diary/surveyresults.png" border="0" alt="[Image: surveyresults.png]" /><br />
<br />
Initially, Trophy Rehaul and EP Rehaul had their counts growing well, with Instant Mine/Chop not far behind but today it appears it won the race, and just by a bit over Trophy Re-haul.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">I have good news though for those not exactly happy about Instant Mine/Chop being of priority.</span></span><br />
<br />
When I saw that it was unlikely that Instant Mining/Chop would be surpassed today, I started working on a quick implementation of Instant Mining &amp; Chopping:<br />
<br />
<img src="http://iourpg.com/ss/diary/MineAll.gif" border="0" alt="[Image: MineAll.gif]" /><br />
<br />
and...<br />
<br />
<img src="http://iourpg.com/ss/diary/CutAll.gif" border="0" alt="[Image: CutAll.gif]" /><br />
<br />
<hr />
Now, with this being ready for testing pronto and likely live by early next week. I think I can say this item is done/closed and move onto the <span style="text-decoration: underline;"><span style="font-weight: bold;">Trophy Rehaul.</span></span> Will be opening discussions in testing next week with some proposal(s).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Okay, and what about Beasts?</span></span><br />
I got pretty far with the beasts screens, and possibly could have just put it into testing without finishing them all, but even the time it took me to get the few screens going I felt like things were moving too slow and hindering my ability to spend time on things we could see sooner.<br />
<br />
I'm going to pick it back up very soon. I apologize for just dropping progress on this but with the back-end issues and the delays on the ascension re-haul, I simply needed to change my focus for a while, before I lost it all together.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Anything Else?</span></span><br />
There's actually a fair bit of cleaned up art for challenges by Isael that I could add at any point in time, but it just hasn't been such a priority yet.<br />
<br />
Other things coming up:<br />
<br />
<span style="text-decoration: underline;">Bingo</span><br />
I know...you're probably tired of hearing this one. However from recent tests I am confident we can release this finally. Right now I'm waiting on negotiation with Kongregate on a promo event with the release of bingo, where we'll likely be running it every day for 7 days, then 1-2 days per week thereafter as the promotional release.<br />
<br />
If you're wondering what bingo will entail...well, it's more free stuff.<br />
<br />
<span style="text-decoration: underline;">Pack Window Cleanup</span><br />
I've undergone this task as something that needed to be cleaned up and expanded upon. The new pack window will include diamond packs and the alternate packs all in their own categories, along with expanding on available packs....including Level-Up reward packs section which will be made available in the future, when I feel comfortable with the existing systems and can include the newer currencies/items that they'll persist with.<br />
<br />
That's all for now. If you want to be a bigger part of the development, make sure to take part in the testing when it's present!<br />
<br />
Thanks,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 31 :: 2017 - June]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2432</link>
			<pubDate>Mon, 12 Jun 2017 18:12:36 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2432</guid>
			<description><![CDATA[Summer Time......I look forward to summer every year but things get so hectic that I never get to enjoy it.<br />
<br />
I don't have a ton of things to announce so I'm going to keep things short and toss out a rough road-map, similar to May - as these seem to have a pleasant take from the community all the same.<br />
<br />
<span style="font-weight: bold;">These dates are estimations - bigger items could certainly end up being moved. </span>This is a disgustingly busy time of year for me with my kid's birthdays all bunched up, DJing, summer maintenance and so forth. I'll be doing as best as I can to keep to the dates.<br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 13th:</span></span></span><br />
<span style="color: #333333;">-Aquatic Research Building Release</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 20th:</span></span></span><br />
<span style="color: #333333;">-Wishing Well building release</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 27th:</span></span></span><br />
<span style="color: #333333;">-New Global Event release (Based on 'Beasts' as an experimental release prior to actual Guild Beasts implementation for a taste of the system)</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="color: #333333;"><span style="text-decoration: underline;">July 7th:</span></span></span><br />
</span><br />
<span style="color: #333333;"><span style="color: #333333;">-New Event (Clean Energy Shuts down for the next - might be early but I anticipate needing some time to squeeze in the global event)</span></span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">July 15th:</span></span></span><br />
<span style="color: #333333;">-Ascension Upgrade Rehaul</span><br />
<br />
<hr />
<br />
Outside of that, there's actually still quite a bit going on and coming up that are not included in date releases. These will be released whenever, or will have a date scheduled later on.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Small-Item Surveys</span></span><br />
Instead of offering a big-item survey for the next while, I will be releasing more frequented small-item surveys.<br />
I won't be starting until around mid-july on the next big-item, which will be more of a major preparation for all the new major features ahead (Gear/Crafting).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bug Cleanups</span></span><br />
There's some bugs with older systems that shouldn't be part of a survey item, such as the PvP ranking issues, or some of the guild discrepancies. Will definitely be squeezing bug fixes in.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Two New Guild Buildings</span></span><br />
<br />
<img src="http://iourpg.com/ss/newbuildings.png" border="0" alt="[Image: newbuildings.png]" /><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">New Purchase Window</span></span> <span style="font-style: italic;">(With new one-time packs, categories, etc)</span><br />
<span style="font-style: italic;"><img src="http://iourpg.com/ss/packwindow.png" border="0" alt="[Image: packwindow.png]" /></span><br />
<br />
<hr />
<br />
That's it for now. Things feel like they are moving at a solid pace lately, thanks to the re-running of events. <br />
<br />
There's going to be more coming up than is mentioned here, but I don't know which of the list will apply, so play the rest by ear for now.<br />
<br />
Thanks!]]></description>
			<content:encoded><![CDATA[Summer Time......I look forward to summer every year but things get so hectic that I never get to enjoy it.<br />
<br />
I don't have a ton of things to announce so I'm going to keep things short and toss out a rough road-map, similar to May - as these seem to have a pleasant take from the community all the same.<br />
<br />
<span style="font-weight: bold;">These dates are estimations - bigger items could certainly end up being moved. </span>This is a disgustingly busy time of year for me with my kid's birthdays all bunched up, DJing, summer maintenance and so forth. I'll be doing as best as I can to keep to the dates.<br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 13th:</span></span></span><br />
<span style="color: #333333;">-Aquatic Research Building Release</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 20th:</span></span></span><br />
<span style="color: #333333;">-Wishing Well building release</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">June 27th:</span></span></span><br />
<span style="color: #333333;">-New Global Event release (Based on 'Beasts' as an experimental release prior to actual Guild Beasts implementation for a taste of the system)</span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="color: #333333;"><span style="text-decoration: underline;">July 7th:</span></span></span><br />
</span><br />
<span style="color: #333333;"><span style="color: #333333;">-New Event (Clean Energy Shuts down for the next - might be early but I anticipate needing some time to squeeze in the global event)</span></span><br />
<br />
<span style="color: #333333;"><span style="font-weight: bold;"><span style="text-decoration: underline;">July 15th:</span></span></span><br />
<span style="color: #333333;">-Ascension Upgrade Rehaul</span><br />
<br />
<hr />
<br />
Outside of that, there's actually still quite a bit going on and coming up that are not included in date releases. These will be released whenever, or will have a date scheduled later on.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Small-Item Surveys</span></span><br />
Instead of offering a big-item survey for the next while, I will be releasing more frequented small-item surveys.<br />
I won't be starting until around mid-july on the next big-item, which will be more of a major preparation for all the new major features ahead (Gear/Crafting).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bug Cleanups</span></span><br />
There's some bugs with older systems that shouldn't be part of a survey item, such as the PvP ranking issues, or some of the guild discrepancies. Will definitely be squeezing bug fixes in.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Two New Guild Buildings</span></span><br />
<br />
<img src="http://iourpg.com/ss/newbuildings.png" border="0" alt="[Image: newbuildings.png]" /><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">New Purchase Window</span></span> <span style="font-style: italic;">(With new one-time packs, categories, etc)</span><br />
<span style="font-style: italic;"><img src="http://iourpg.com/ss/packwindow.png" border="0" alt="[Image: packwindow.png]" /></span><br />
<br />
<hr />
<br />
That's it for now. Things feel like they are moving at a solid pace lately, thanks to the re-running of events. <br />
<br />
There's going to be more coming up than is mentioned here, but I don't know which of the list will apply, so play the rest by ear for now.<br />
<br />
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 30 :: 2017 - May]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2418</link>
			<pubDate>Tue, 16 May 2017 00:31:36 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2418</guid>
			<description><![CDATA[Hey folks,<br />
<br />
Not a significant blog here, just a timeline...<br />
<br />
<br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 16th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Guild Rehaul Release</del></span><br />
<span style="text-decoration: underline;"><del>-Cleanups/Fixes to follow over the course of a week or so</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 18 or 19th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Assuming stability with the new patch, we'll be migrating the database over to a more robust server setup</del></span><br />
<span style="text-decoration: underline;"><del>-Looking at the resolution to PvP ranking mismatches. We have a new query setup to look at and resolve these issues, but we needed the new server build to make it happen.</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 26th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Next Event Release (Unsure which event just yet...too busy with other aspects to even think about it at the time of this writing)</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 31st:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Guild Hall &amp; guild quest/level-up release. Testing/discussion within the testing channels for this should begin around the 22nd</del></span><br />
<span style="text-decoration: underline;"><del>-New Big-Feature Survey release</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">June 6th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Library Building Release</del></span><br />
<span style="text-decoration: underline;"><del>-Short Term Survey release</del></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 13th:</span></span><br />
-Aquatic Research Building Release<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 20th:</span></span><br />
-Wishing Well building release (Moved from June 6th)<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 27th:</span></span><br />
<br />
-New Global Event release (Based on 'Beasts' as an experimental release prior to actual Guild Beasts implementation for a taste of the system)<br />
<br />
<br />
<span style="font-style: italic;"><span style="text-decoration: underline;">Plenty of other changes/additions can occur between these days, however this is the new timeline commitment we're anticipating </span></span><br />
<br />
<br />
I figured I'd give an actual timeline for things upcoming so you can have an idea when to expect things. To be safe on my end, I'm not writing anything beyond this timeline yet as it's impossible to tell what other priorities may be needed during and after.<br />
<br />
Thanks]]></description>
			<content:encoded><![CDATA[Hey folks,<br />
<br />
Not a significant blog here, just a timeline...<br />
<br />
<br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 16th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Guild Rehaul Release</del></span><br />
<span style="text-decoration: underline;"><del>-Cleanups/Fixes to follow over the course of a week or so</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 18 or 19th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Assuming stability with the new patch, we'll be migrating the database over to a more robust server setup</del></span><br />
<span style="text-decoration: underline;"><del>-Looking at the resolution to PvP ranking mismatches. We have a new query setup to look at and resolve these issues, but we needed the new server build to make it happen.</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 26th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Next Event Release (Unsure which event just yet...too busy with other aspects to even think about it at the time of this writing)</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">May 31st:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Guild Hall &amp; guild quest/level-up release. Testing/discussion within the testing channels for this should begin around the 22nd</del></span><br />
<span style="text-decoration: underline;"><del>-New Big-Feature Survey release</del></span><br />
<br />
<span style="text-decoration: underline;"><del><span style="font-weight: bold;">June 6th:</span></del></span><br />
<span style="text-decoration: underline;"><del>-Library Building Release</del></span><br />
<span style="text-decoration: underline;"><del>-Short Term Survey release</del></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 13th:</span></span><br />
-Aquatic Research Building Release<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 20th:</span></span><br />
-Wishing Well building release (Moved from June 6th)<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">June 27th:</span></span><br />
<br />
-New Global Event release (Based on 'Beasts' as an experimental release prior to actual Guild Beasts implementation for a taste of the system)<br />
<br />
<br />
<span style="font-style: italic;"><span style="text-decoration: underline;">Plenty of other changes/additions can occur between these days, however this is the new timeline commitment we're anticipating </span></span><br />
<br />
<br />
I figured I'd give an actual timeline for things upcoming so you can have an idea when to expect things. To be safe on my end, I'm not writing anything beyond this timeline yet as it's impossible to tell what other priorities may be needed during and after.<br />
<br />
Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 29 :: 2017 :: April]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2415</link>
			<pubDate>Mon, 01 May 2017 02:35:31 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2415</guid>
			<description><![CDATA[Here it is, moments shy of May.<br />
<br />
It obviously feels like nothing has been going on from most player's perspectives update-wise, but we're finally nearing the big patch.<br />
<br />
<span style="text-decoration: underline;">Guild Rehaul</span><br />
This is pretty much the sole talking point for this blog as it is what has been in major development outside of boring (to you) back-end work.<br />
<br />
The guild system probably could have been released a short bit ago already but we've undergone a few big changes to how the system works compared to how it was initially presented to testers due to some concerns that had been raised regarding the inability to co-operate more functionally as a guild.<br />
<br />
The toss-up at that point was dictatorship vs complete freedom of stone investment, and while there's arguments on either end, I went with a solution that seemed the most logical.<br />
<br />
Words are 1/1000th of a picture though so lets get some visuals going here.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Main Guild Window</span></span><br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><img src="http://iourpg.com/ss/guild1.png" border="0" alt="[Image: guild1.png]" /></span></span><br />
The window that takes the cake...<br />
<ul>
<li>Infinite room for building expansion</li>
<li>Quick &amp; Easy Guild Dialogue control from the bottom primary bar</li>
<li>Arrows/Arrow Keys/ A &amp; D hotkeys to scroll through the guild town</li>
<li>Designed to be able to potentially customize your guild lands and visuals down the road</li>
<li>Given the amount going on in the new window, a lot of optimization considering the visuals</li>
<li>Quality settings invoke performance improvements/changes depending on your setting </li>
<li>Primary/Parent details all in one environment<br />
</li></ul>
<span style="font-weight: bold;"><span style="font-style: italic;">So what's 'new' about this portion? Just looks like a shmancy way to show off the old buildings..</span></span><ul>
<li>New buildings (some implemented, some not): Sawmill, Library, Beast's Den, Wishing Well, Aquatic Research Center</li>
<li>Need more pictures to show you!...below..<br />
</li></ul>
<br />
Guild Building Popup Window<br />
<img src="http://iourpg.com/ss/guild2.png" border="0" alt="[Image: guild2.png]" /><br />
<ul>
<li>Invest ANY amount you want. 5 Stone? 5 Bajillion (if you have it)?</li>
<li>Earn Guild XP on each and every stone invested, instead of 1 per 1000.</li>
<li>Bonuses are added together based on Guild Global Bonus, Your personal upgraded bonus, wishing well (coming soon) bonus, and the guild's level (Quests - 2nd part of guild rehaul release). These bonuses are then MULTIPLIED with your existing rates, unlike previously where some were additive. This means you'll definitely feel the new rates as they increase.</li>
<li>No cap...and before you worry about there being some crazy exponential increase...this system has some of the softest caps in IOU to date for higher levels. There should always be something to work towards in the short-medium term, regardless of guild progression/size.</li>
<li>Personal bonuses act similar to guild XP bonuses from the old system...they carry with you...as do your building investments!<br />
</li></ul>
<img src="http://iourpg.com/ss/guild3.png" border="0" alt="[Image: guild3.png]" /><br />
<br />
Who's a noob? I'm the noob. Sort your guild-mates investments in each building from largest to smallest or vice versa. Who needs some encouragement? Ray does, and maybe this ZRZ guy.<br />
<br />
<img src="http://iourpg.com/ss/guild4.png" border="0" alt="[Image: guild4.png]" /><br />
<ul>
<li>Personal upgrades that improve the building's bonus. Spend your guild XP and upgrade any building level to your own choosing.<br />
</li></ul>
<img src="http://iourpg.com/ss/guild5.png" border="0" alt="[Image: guild5.png]" /><br />
<ul>
<li>Your usual MOTD settings</li>
<li>Enable/Disable buildings for your members to invest in. This does NOT prevent them from investing into personal upgrade bonuses though, that is their choice.</li>
<li>New open-join filtration settings: Level, Invested [total], Support Level, Lineage Level<br />
</li></ul>
<img src="http://iourpg.com/ss/guild6.png" border="0" alt="[Image: guild6.png]" /><br />
<ul>
<li>Summary screen detailing ...the summary of the guild. Bonuses [guild/personal], motd, and will also display the guild's current quest when that portion is released.</li>
<li>This window is subject to change drastically before release<br />
</li></ul>
<img src="http://iourpg.com/ss/guild7.png" border="0" alt="[Image: guild7.png]" /><br />
<ul>
<li>Member screen with more appropriate details</li>
<li>Full sort-functionality from high to low or low to high for Rank, Name, Level, Last Online, and Net Worth (total stone invested)<br />
</li></ul>
<img src="http://iourpg.com/ss/guild8.png" border="0" alt="[Image: guild8.png]" /><br />
<ul>
<li>Simple member interaction!</li>
<li>You can inspect guild members with ease</li>
<li>You can join guild mates whether they are online or offline, assuming you match the criteria and they have the join enabled</li>
<li>Simple Promote/Demote/Kick control, similar to before<br />
</li></ul>
And that's all worth sharing at the moment.<br />
<br />
Bonuses are in real-time...even if you somehow get disconnected from the guild room your bonuses will not be affected and will be in sync!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Anything Else? More pictures?</span></span><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><img src="http://iourpg.com/ss/tribalsmash.png" border="0" alt="[Image: tribalsmash.png]" /></span></span><br />
<br />
Incoming improved 'Tribal Smash' challenge theme by Isael.<br />
<br />
<img src="http://iourpg.com/ss/rats.png" border="0" alt="[Image: rats.png]" /><br />
<br />
Improved Rats challenge cleanup by Isael<br />
<br />
<img src="http://iourpg.com/ss/draggy.png" border="0" alt="[Image: draggy.png]" /><br />
<br />
Alas, one of the many dragons and settings for the future Beast system. <br />
<br />
All assets are pretty much done and ready to go for when the community decides to vote on the Beast System, for this Dragon-Themed beast series <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
over 60 different types of dragons. Incremental backgrounds with new animated FX as well.<br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Tired of Pictures?</span></span><br />
-Enter key will open the chat in most areas of the game<br />
-Fix on damage tracking for trophies (sorry for the delay on that fix)<br />
-Various other fixes likely not important enough to mention until the patch release<br />
-Major back-end work. This has taken up a fair portion of our development time, but for the reason of low maintenance and improve functionality for the future. We currently are unable to log 'too' much information to avoid server lag / bog-down...with the upcoming back-end changes we should be able to shrink &amp; grow at any size and remain sufficient, we can open API to developers, log every tiny transaction for improved support and redundancy on screw-ups on our end, and so forth.<br />
<br />
<br />
Anyways...catch you in May (what is that? less than an hour and a half in my time?)<br />
<br />
Ray]]></description>
			<content:encoded><![CDATA[Here it is, moments shy of May.<br />
<br />
It obviously feels like nothing has been going on from most player's perspectives update-wise, but we're finally nearing the big patch.<br />
<br />
<span style="text-decoration: underline;">Guild Rehaul</span><br />
This is pretty much the sole talking point for this blog as it is what has been in major development outside of boring (to you) back-end work.<br />
<br />
The guild system probably could have been released a short bit ago already but we've undergone a few big changes to how the system works compared to how it was initially presented to testers due to some concerns that had been raised regarding the inability to co-operate more functionally as a guild.<br />
<br />
The toss-up at that point was dictatorship vs complete freedom of stone investment, and while there's arguments on either end, I went with a solution that seemed the most logical.<br />
<br />
Words are 1/1000th of a picture though so lets get some visuals going here.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Main Guild Window</span></span><br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><img src="http://iourpg.com/ss/guild1.png" border="0" alt="[Image: guild1.png]" /></span></span><br />
The window that takes the cake...<br />
<ul>
<li>Infinite room for building expansion</li>
<li>Quick &amp; Easy Guild Dialogue control from the bottom primary bar</li>
<li>Arrows/Arrow Keys/ A &amp; D hotkeys to scroll through the guild town</li>
<li>Designed to be able to potentially customize your guild lands and visuals down the road</li>
<li>Given the amount going on in the new window, a lot of optimization considering the visuals</li>
<li>Quality settings invoke performance improvements/changes depending on your setting </li>
<li>Primary/Parent details all in one environment<br />
</li></ul>
<span style="font-weight: bold;"><span style="font-style: italic;">So what's 'new' about this portion? Just looks like a shmancy way to show off the old buildings..</span></span><ul>
<li>New buildings (some implemented, some not): Sawmill, Library, Beast's Den, Wishing Well, Aquatic Research Center</li>
<li>Need more pictures to show you!...below..<br />
</li></ul>
<br />
Guild Building Popup Window<br />
<img src="http://iourpg.com/ss/guild2.png" border="0" alt="[Image: guild2.png]" /><br />
<ul>
<li>Invest ANY amount you want. 5 Stone? 5 Bajillion (if you have it)?</li>
<li>Earn Guild XP on each and every stone invested, instead of 1 per 1000.</li>
<li>Bonuses are added together based on Guild Global Bonus, Your personal upgraded bonus, wishing well (coming soon) bonus, and the guild's level (Quests - 2nd part of guild rehaul release). These bonuses are then MULTIPLIED with your existing rates, unlike previously where some were additive. This means you'll definitely feel the new rates as they increase.</li>
<li>No cap...and before you worry about there being some crazy exponential increase...this system has some of the softest caps in IOU to date for higher levels. There should always be something to work towards in the short-medium term, regardless of guild progression/size.</li>
<li>Personal bonuses act similar to guild XP bonuses from the old system...they carry with you...as do your building investments!<br />
</li></ul>
<img src="http://iourpg.com/ss/guild3.png" border="0" alt="[Image: guild3.png]" /><br />
<br />
Who's a noob? I'm the noob. Sort your guild-mates investments in each building from largest to smallest or vice versa. Who needs some encouragement? Ray does, and maybe this ZRZ guy.<br />
<br />
<img src="http://iourpg.com/ss/guild4.png" border="0" alt="[Image: guild4.png]" /><br />
<ul>
<li>Personal upgrades that improve the building's bonus. Spend your guild XP and upgrade any building level to your own choosing.<br />
</li></ul>
<img src="http://iourpg.com/ss/guild5.png" border="0" alt="[Image: guild5.png]" /><br />
<ul>
<li>Your usual MOTD settings</li>
<li>Enable/Disable buildings for your members to invest in. This does NOT prevent them from investing into personal upgrade bonuses though, that is their choice.</li>
<li>New open-join filtration settings: Level, Invested [total], Support Level, Lineage Level<br />
</li></ul>
<img src="http://iourpg.com/ss/guild6.png" border="0" alt="[Image: guild6.png]" /><br />
<ul>
<li>Summary screen detailing ...the summary of the guild. Bonuses [guild/personal], motd, and will also display the guild's current quest when that portion is released.</li>
<li>This window is subject to change drastically before release<br />
</li></ul>
<img src="http://iourpg.com/ss/guild7.png" border="0" alt="[Image: guild7.png]" /><br />
<ul>
<li>Member screen with more appropriate details</li>
<li>Full sort-functionality from high to low or low to high for Rank, Name, Level, Last Online, and Net Worth (total stone invested)<br />
</li></ul>
<img src="http://iourpg.com/ss/guild8.png" border="0" alt="[Image: guild8.png]" /><br />
<ul>
<li>Simple member interaction!</li>
<li>You can inspect guild members with ease</li>
<li>You can join guild mates whether they are online or offline, assuming you match the criteria and they have the join enabled</li>
<li>Simple Promote/Demote/Kick control, similar to before<br />
</li></ul>
And that's all worth sharing at the moment.<br />
<br />
Bonuses are in real-time...even if you somehow get disconnected from the guild room your bonuses will not be affected and will be in sync!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Anything Else? More pictures?</span></span><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;"><img src="http://iourpg.com/ss/tribalsmash.png" border="0" alt="[Image: tribalsmash.png]" /></span></span><br />
<br />
Incoming improved 'Tribal Smash' challenge theme by Isael.<br />
<br />
<img src="http://iourpg.com/ss/rats.png" border="0" alt="[Image: rats.png]" /><br />
<br />
Improved Rats challenge cleanup by Isael<br />
<br />
<img src="http://iourpg.com/ss/draggy.png" border="0" alt="[Image: draggy.png]" /><br />
<br />
Alas, one of the many dragons and settings for the future Beast system. <br />
<br />
All assets are pretty much done and ready to go for when the community decides to vote on the Beast System, for this Dragon-Themed beast series <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
over 60 different types of dragons. Incremental backgrounds with new animated FX as well.<br />
<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Tired of Pictures?</span></span><br />
-Enter key will open the chat in most areas of the game<br />
-Fix on damage tracking for trophies (sorry for the delay on that fix)<br />
-Various other fixes likely not important enough to mention until the patch release<br />
-Major back-end work. This has taken up a fair portion of our development time, but for the reason of low maintenance and improve functionality for the future. We currently are unable to log 'too' much information to avoid server lag / bog-down...with the upcoming back-end changes we should be able to shrink &amp; grow at any size and remain sufficient, we can open API to developers, log every tiny transaction for improved support and redundancy on screw-ups on our end, and so forth.<br />
<br />
<br />
Anyways...catch you in May (what is that? less than an hour and a half in my time?)<br />
<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 28 :: 2017 :: March]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2403</link>
			<pubDate>Sat, 18 Mar 2017 17:27:45 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2403</guid>
			<description><![CDATA[Hey Folks.<br />
<br />
Obviously I haven't kept up with the dev blogs on the forum, but what I'll be looking to do is minimize the blogs to one big one each month and probably leave it at that unless I have additional details I'd like to share ahead.<br />
<br />
Starting with the less exciting stuff....<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Back-End</span></span><br />
We have been working on a lot of back-end changes for the game in preparations for the long term...after the two completely separate outages (The major North East American Amazon Outrage, and the more localized outage of the authentication for IOU on the backend service we use for the database), we've been working on improving back-end reliability, more powerful servers, reducing server costs, and cleaning up some long-term bugs/issues that we've been plagued with for quite a while.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal</span></span><br />
Been a bit busier than usual lately...spring break, damaging weather, and we've run into some silly portal issues that have been incredibly detrimental to the pace of my goals, but things haven't really slowed down too much.<br />
<br />
Aside from this, I've taken a slightly more backseat position within discord and ticket-handling so I can keep busy at maintaining the development until chaotic luck tapers down.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Development</span></span><br />
<br />
<span style="text-decoration: underline;">Upgrade Map</span><br />
I feel like this survey item has been fulfilled. There's a lot of cleanup with the upgrade map itself we want to get to, but that just isn't a priority right now.<br />
<br />
<br />
I would personally like to optimize the node window, and then carry that cleanup/simplification on the entire map at some point instead of having some sporadically distributed map like we originally came up with, as it only confuses and stresses players out.<br />
<br />
<span style="text-decoration: underline;">Fishing</span><br />
I'd call this nearly fulfilled except we haven't added the minor improvement feature to fishing yet. Once I have time to jump on this and fulfill it, we'll get a new survey out. Maybe 2-3 weeks before I can toss focus on this.<br />
<br />
<span style="text-decoration: underline;">Challenges</span><br />
I have been seeing a growth of mentions on lack of new challenges. Right now Isael is doing some side work on old challenge art rehauls...however we actually already have at least a couple challenges prepared for release. The issue is that the challenge system as-is, is bland and needs an expansion upon new features this year.<br />
<br />
Once we can expand upon challenges in a more significant way, I still feel challenges will become the biggest piece of the game.<br />
<br />
<span style="text-decoration: underline;">Pets</span><br />
We are working out some final tier pets, but also looking at expanding the pet visual selection. Selecting what your pet looks like is something people have bugged about since beta, and that will come eventually. It's an incredibly low priority, so the work on this is very very low key at the moment - call it preparations.<br />
<br />
<span style="text-decoration: underline;">Party Instabilities</span><br />
These obviously aren't perfect yet, but I feel like we did clean up a lot of the issues and stability has improved a lot over the last patch(es). Once party management comes in, I think we can improve consistency and control a lot more.<br />
<br />
<span style="text-decoration: underline;">Mailbox</span><br />
Okay, so you might be thinking "what the heck do we need that for?".<br />
<br />
While I anticipate players being able to send mail messages to each-other, we also could use this system cleanly for sending rewards for several systems, instead of spamming people at midnight. If we are to add more event-systems then this is needed.<br />
<br />
It's for the most part ready on the back-end but requires all the UI / client-side functionality. Figured I'd mention it is all.<br />
<br />
<span style="text-decoration: underline;">Chat</span><br />
This is feeling so half-done it's not funny. There's annoying bugs like the scrollbar, and then there's the issue of not having a friends/ignore list.<br />
<br />
It's in mind, just not exactly in the works yet.<br />
<br />
<span style="text-decoration: underline;">Guilds</span><br />
The one we're all waiting for at this point.<br />
<br />
We probably spent far too much time on the guild buildings portion, but I feel like it'll be the centerpiece to guilds anyhow.<br />
<img src="http://iourpg.com/ss/guildwindownew.png" border="0" alt="[Image: guildwindownew.png]" /><br />
<br />
We've made room for plenty of expansion for new buildings. I've also added a minor parallax scrolling effect with several of the different layers for a little pizzazz.<br />
<br />
Now it's time for all the functionality...<br />
<br />
Some things in the works:<ul>
<li>New Building status &amp; investment UI (Cleaner)</li>
<li>Cleaner Member Listing &amp; details</li>
<li>Investment log and full member investment tracking on a per-building-basis</li>
<li>Guild Building Bonus rehaul</li>
<li>Personal Guild upgrades rehaul<br />
</li></ul>
Things I would like to tackle in this major rehaul:<ul>
<li>Guild search filtering improvements</li>
<li>Guild slot restriction settings (Open guild only to players who have &lt;x&gt;)</li>
<li>Member inactivity reports</li>
<li>A new building on release</li>
<li>Preparation for Guild Beasts system<br />
</li></ul>
<br />
That's all for now. Keep posted on Discord's #announcement channel, as sometimes things are posted there that are not included in the forum or elsewhere.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Hey Folks.<br />
<br />
Obviously I haven't kept up with the dev blogs on the forum, but what I'll be looking to do is minimize the blogs to one big one each month and probably leave it at that unless I have additional details I'd like to share ahead.<br />
<br />
Starting with the less exciting stuff....<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Back-End</span></span><br />
We have been working on a lot of back-end changes for the game in preparations for the long term...after the two completely separate outages (The major North East American Amazon Outrage, and the more localized outage of the authentication for IOU on the backend service we use for the database), we've been working on improving back-end reliability, more powerful servers, reducing server costs, and cleaning up some long-term bugs/issues that we've been plagued with for quite a while.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal</span></span><br />
Been a bit busier than usual lately...spring break, damaging weather, and we've run into some silly portal issues that have been incredibly detrimental to the pace of my goals, but things haven't really slowed down too much.<br />
<br />
Aside from this, I've taken a slightly more backseat position within discord and ticket-handling so I can keep busy at maintaining the development until chaotic luck tapers down.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Development</span></span><br />
<br />
<span style="text-decoration: underline;">Upgrade Map</span><br />
I feel like this survey item has been fulfilled. There's a lot of cleanup with the upgrade map itself we want to get to, but that just isn't a priority right now.<br />
<br />
<br />
I would personally like to optimize the node window, and then carry that cleanup/simplification on the entire map at some point instead of having some sporadically distributed map like we originally came up with, as it only confuses and stresses players out.<br />
<br />
<span style="text-decoration: underline;">Fishing</span><br />
I'd call this nearly fulfilled except we haven't added the minor improvement feature to fishing yet. Once I have time to jump on this and fulfill it, we'll get a new survey out. Maybe 2-3 weeks before I can toss focus on this.<br />
<br />
<span style="text-decoration: underline;">Challenges</span><br />
I have been seeing a growth of mentions on lack of new challenges. Right now Isael is doing some side work on old challenge art rehauls...however we actually already have at least a couple challenges prepared for release. The issue is that the challenge system as-is, is bland and needs an expansion upon new features this year.<br />
<br />
Once we can expand upon challenges in a more significant way, I still feel challenges will become the biggest piece of the game.<br />
<br />
<span style="text-decoration: underline;">Pets</span><br />
We are working out some final tier pets, but also looking at expanding the pet visual selection. Selecting what your pet looks like is something people have bugged about since beta, and that will come eventually. It's an incredibly low priority, so the work on this is very very low key at the moment - call it preparations.<br />
<br />
<span style="text-decoration: underline;">Party Instabilities</span><br />
These obviously aren't perfect yet, but I feel like we did clean up a lot of the issues and stability has improved a lot over the last patch(es). Once party management comes in, I think we can improve consistency and control a lot more.<br />
<br />
<span style="text-decoration: underline;">Mailbox</span><br />
Okay, so you might be thinking "what the heck do we need that for?".<br />
<br />
While I anticipate players being able to send mail messages to each-other, we also could use this system cleanly for sending rewards for several systems, instead of spamming people at midnight. If we are to add more event-systems then this is needed.<br />
<br />
It's for the most part ready on the back-end but requires all the UI / client-side functionality. Figured I'd mention it is all.<br />
<br />
<span style="text-decoration: underline;">Chat</span><br />
This is feeling so half-done it's not funny. There's annoying bugs like the scrollbar, and then there's the issue of not having a friends/ignore list.<br />
<br />
It's in mind, just not exactly in the works yet.<br />
<br />
<span style="text-decoration: underline;">Guilds</span><br />
The one we're all waiting for at this point.<br />
<br />
We probably spent far too much time on the guild buildings portion, but I feel like it'll be the centerpiece to guilds anyhow.<br />
<img src="http://iourpg.com/ss/guildwindownew.png" border="0" alt="[Image: guildwindownew.png]" /><br />
<br />
We've made room for plenty of expansion for new buildings. I've also added a minor parallax scrolling effect with several of the different layers for a little pizzazz.<br />
<br />
Now it's time for all the functionality...<br />
<br />
Some things in the works:<ul>
<li>New Building status &amp; investment UI (Cleaner)</li>
<li>Cleaner Member Listing &amp; details</li>
<li>Investment log and full member investment tracking on a per-building-basis</li>
<li>Guild Building Bonus rehaul</li>
<li>Personal Guild upgrades rehaul<br />
</li></ul>
Things I would like to tackle in this major rehaul:<ul>
<li>Guild search filtering improvements</li>
<li>Guild slot restriction settings (Open guild only to players who have &lt;x&gt;)</li>
<li>Member inactivity reports</li>
<li>A new building on release</li>
<li>Preparation for Guild Beasts system<br />
</li></ul>
<br />
That's all for now. Keep posted on Discord's #announcement channel, as sometimes things are posted there that are not included in the forum or elsewhere.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 27 :: 2017 :: February]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2381</link>
			<pubDate>Sat, 04 Feb 2017 07:57:32 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2381</guid>
			<description><![CDATA[Skipped out on last Sunday's dev blog to establish some things for this monthly dev blog, which i'll be releasing ahead.<br />
<br />
Straight to the point...<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Legendary System</span></span><br />
Is now out...however it will continue to be expanded upon and possibly rebalanced over time as new features and needs come forth. It may feel underwhelming for the moment, but bear with the updates and changes to it as we progress this year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Chest Claims</span></span><br />
This was technically IOU's very first 'event' (it's not a significant event but it's tied into the events system). It has been underwhelming for a long time, however as you can see the rewards have improved a good amount, and this had a nice little rehaul. This will be rebalanced over time further with different rewards, different values, etc.<br />
<br />
Also, retroactive time has been added for claims. Let me explain how it works for those who don't yet understand it:<br />
<br />
Claim 1 = 5 mins<br />
Claim 2 = 20 mins<br />
Claim 3 = 45 mins<br />
Claim 4 = 60 mins<br />
<br />
If two hours have passed before you have managed to claim any of the chests, this means that you have 120 minutes worth of chest claims stacked, so you'll be able to claim up to chest 3:<br />
<br />
120 minutes - (5 + 20 + 45) = 50 mins credited to the 4th claim, leaving you with a time left for your next claim of 60 - 50 mins = 10 mins.<br />
<br />
<span style="text-decoration: underline;">However, the 10th chest claim will completely reset your claim time and refresh it.</span> <br />
<br />
Perhaps someone will be able to write up a better guide on the wiki to explain it in more detail.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Daily Claims</span></span><br />
I'll be looking at improving this significantly early this year. I was going to look at this sooner but I feel like it can be done in a really nice manner, perhaps even being part of the survey.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing outside of the fishing window</span></span><br />
This is actually ready for testing this weekend. Finally auto fish without requiring the fishing window open!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Offline Card Gains</span></span><br />
I had Jay work on this system a little while ago, and it appeared to work well, however it will still require more significant testing. I also need to consider just how this will affect the game, and whether it will be detrimental to the userbase, and to parties if players have no obligation to be signed in so much.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Xsolla</span></span><br />
It appears they actively allow you to select which currency you are being charged. I'll probably be looking at enabling xsolla as the sole payment provider for iourpg.com users in the 1st quarter now.<br />
<br />
I don't believe they cleaned up their own conversions but selecting USD as the charged currency should at least allow you to choose who handles the conversion.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">ArmorGames release</span></span><br />
Delayed another week due to some logistical problems<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">PvP</span></span><br />
Delayed and delayed, I'm sure people are getting annoyed by the delay of this (which results in the delay of the next survey and primary feature focus). However I think the test database now finally has enough data to start testing this out more.<br />
<br />
Also please keep in mind that even though this hasn't been a sole focus, that hasn't stopped us from making a lot of new updates/changes. The updates have been flowing quite well.<br />
I am aiming to get this out asap though with testing so we can move onto the next major feature.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Survey</span></span><br />
I'll be looking at ensuring the next survey is a bit more sophisticated than the last with hover details on what each option entails (How long it is estimated to take, and some details as to what it entails).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Level-Up Rewards</span></span><br />
We still have a solid base system for this set up. However I think i'll just keep focus off of this and leave it as a survey item since it will require a clean UI setup.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing Expansion</span></span><br />
20 new gear and ~12 new fish assets have been prepared. We'll squeeze in the expansion for a longer-term fishing system, and to potentially allow new bonuses to fish value (which means more SO).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Soul Orb Balancing</span></span><br />
I'll be looking at improving the per-level of SO bonuses so it doesn't feel as slow as it does late-game.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event-Point Balancing</span></span><br />
I'll be doing a stronger review of how to handle these based on the discussion in discord in the next couple months.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Match 3</span></span><br />
I think most players will finish this well before the event ends, as unfortunately the ArmorGames release delays are going to cause delays on the next event release....sorry, but I really don't want to end this event just a few days or a week into a new major publishing.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">More Global Events</span></span><br />
It's not a significant focus, but it's being kept in mind for additional global events to spice things up with the community this year. The experiment with the new years event was a great study for me and I will be looking to improve upon that with the next one <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Re-organization</span></span><br />
I'll be setting up a meeting with the team and working out some new ways to handle patches, testing, logs, and re-determine responsibilities between the team for a more efficient year. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Community Discussion</span></span><br />
I think after the survey results, it will be time for another public community discussion, tackling multiple topics ahead for this year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal Notes &amp; Opinions</span></span><br />
I feel like the last couple months have been exceptional in the pace of development, as I suggested it would be with a lot of things having come together. I'm really, really aiming for a significant year for this game; no major server migrations, no significant delays on patches, and improvements all around.<br />
<br />
I am going to say though that I have been reflecting a LOT since the new year regarding my unhealthy lifestyle surrounding the management of this game. IOU is obviously a passion, but it's also a game. I have been considering that I could possibly burn out without a healthier work-pace on this project, where time is spent more efficiently without hindering the current pace, but also allowing me a bit more spare time for other hobbies and perhaps a tad bit more than 1 week of vacation over several years. I don't feel burnt out (frequently tired, but very motivated), however it's bound to happen if I don't change a few things up.<br />
<br />
This is where the 'Re-Organization' will be aimed at, and my responsibilities expanded to the team more, and handling the processes of the game a little differently.<br />
<br />
And that's a wrap.<br />
<br />
See you in chat,<br />
Ray]]></description>
			<content:encoded><![CDATA[Skipped out on last Sunday's dev blog to establish some things for this monthly dev blog, which i'll be releasing ahead.<br />
<br />
Straight to the point...<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Legendary System</span></span><br />
Is now out...however it will continue to be expanded upon and possibly rebalanced over time as new features and needs come forth. It may feel underwhelming for the moment, but bear with the updates and changes to it as we progress this year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Chest Claims</span></span><br />
This was technically IOU's very first 'event' (it's not a significant event but it's tied into the events system). It has been underwhelming for a long time, however as you can see the rewards have improved a good amount, and this had a nice little rehaul. This will be rebalanced over time further with different rewards, different values, etc.<br />
<br />
Also, retroactive time has been added for claims. Let me explain how it works for those who don't yet understand it:<br />
<br />
Claim 1 = 5 mins<br />
Claim 2 = 20 mins<br />
Claim 3 = 45 mins<br />
Claim 4 = 60 mins<br />
<br />
If two hours have passed before you have managed to claim any of the chests, this means that you have 120 minutes worth of chest claims stacked, so you'll be able to claim up to chest 3:<br />
<br />
120 minutes - (5 + 20 + 45) = 50 mins credited to the 4th claim, leaving you with a time left for your next claim of 60 - 50 mins = 10 mins.<br />
<br />
<span style="text-decoration: underline;">However, the 10th chest claim will completely reset your claim time and refresh it.</span> <br />
<br />
Perhaps someone will be able to write up a better guide on the wiki to explain it in more detail.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Daily Claims</span></span><br />
I'll be looking at improving this significantly early this year. I was going to look at this sooner but I feel like it can be done in a really nice manner, perhaps even being part of the survey.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing outside of the fishing window</span></span><br />
This is actually ready for testing this weekend. Finally auto fish without requiring the fishing window open!<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Offline Card Gains</span></span><br />
I had Jay work on this system a little while ago, and it appeared to work well, however it will still require more significant testing. I also need to consider just how this will affect the game, and whether it will be detrimental to the userbase, and to parties if players have no obligation to be signed in so much.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Xsolla</span></span><br />
It appears they actively allow you to select which currency you are being charged. I'll probably be looking at enabling xsolla as the sole payment provider for iourpg.com users in the 1st quarter now.<br />
<br />
I don't believe they cleaned up their own conversions but selecting USD as the charged currency should at least allow you to choose who handles the conversion.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">ArmorGames release</span></span><br />
Delayed another week due to some logistical problems<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">PvP</span></span><br />
Delayed and delayed, I'm sure people are getting annoyed by the delay of this (which results in the delay of the next survey and primary feature focus). However I think the test database now finally has enough data to start testing this out more.<br />
<br />
Also please keep in mind that even though this hasn't been a sole focus, that hasn't stopped us from making a lot of new updates/changes. The updates have been flowing quite well.<br />
I am aiming to get this out asap though with testing so we can move onto the next major feature.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Survey</span></span><br />
I'll be looking at ensuring the next survey is a bit more sophisticated than the last with hover details on what each option entails (How long it is estimated to take, and some details as to what it entails).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Level-Up Rewards</span></span><br />
We still have a solid base system for this set up. However I think i'll just keep focus off of this and leave it as a survey item since it will require a clean UI setup.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing Expansion</span></span><br />
20 new gear and ~12 new fish assets have been prepared. We'll squeeze in the expansion for a longer-term fishing system, and to potentially allow new bonuses to fish value (which means more SO).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Soul Orb Balancing</span></span><br />
I'll be looking at improving the per-level of SO bonuses so it doesn't feel as slow as it does late-game.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event-Point Balancing</span></span><br />
I'll be doing a stronger review of how to handle these based on the discussion in discord in the next couple months.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Match 3</span></span><br />
I think most players will finish this well before the event ends, as unfortunately the ArmorGames release delays are going to cause delays on the next event release....sorry, but I really don't want to end this event just a few days or a week into a new major publishing.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">More Global Events</span></span><br />
It's not a significant focus, but it's being kept in mind for additional global events to spice things up with the community this year. The experiment with the new years event was a great study for me and I will be looking to improve upon that with the next one <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Re-organization</span></span><br />
I'll be setting up a meeting with the team and working out some new ways to handle patches, testing, logs, and re-determine responsibilities between the team for a more efficient year. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Community Discussion</span></span><br />
I think after the survey results, it will be time for another public community discussion, tackling multiple topics ahead for this year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Personal Notes &amp; Opinions</span></span><br />
I feel like the last couple months have been exceptional in the pace of development, as I suggested it would be with a lot of things having come together. I'm really, really aiming for a significant year for this game; no major server migrations, no significant delays on patches, and improvements all around.<br />
<br />
I am going to say though that I have been reflecting a LOT since the new year regarding my unhealthy lifestyle surrounding the management of this game. IOU is obviously a passion, but it's also a game. I have been considering that I could possibly burn out without a healthier work-pace on this project, where time is spent more efficiently without hindering the current pace, but also allowing me a bit more spare time for other hobbies and perhaps a tad bit more than 1 week of vacation over several years. I don't feel burnt out (frequently tired, but very motivated), however it's bound to happen if I don't change a few things up.<br />
<br />
This is where the 'Re-Organization' will be aimed at, and my responsibilities expanded to the team more, and handling the processes of the game a little differently.<br />
<br />
And that's a wrap.<br />
<br />
See you in chat,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2017 - JANUARY - New Years Dev Blog]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2357</link>
			<pubDate>Sat, 31 Dec 2016 20:50:22 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2357</guid>
			<description><![CDATA[<span style="font-weight: bold;"><span style="text-decoration: underline;">Happy New Years</span></span><br />
<br />
(Yes, I did just 'assume' your new years identity as being happy since you're probably consuming alcohol)<br />
<br />
This last couple weeks was such a clustershmuck for me personally, hence the lack of the dev-blog, and lack of more fixes in the last update as I just did not have time between being sick, holidays, dealing with more server stability issues, etc.<br />
<br />
But as we are entering the new year I wanted to release today's patch, including the major graphic rehaul (will state reasons below) and this community event to test out our broadcasting system, along with collaboration features.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">What's in store for 2017?</span></span><br />
<br />
I think 2017 is the year to finalize things and get them done right. I suspect IOU will get its abundance of updates and roadmap progression this year, while next year and the following will be of adding content to existing features.<br />
<br />
The intention of all new features/additions is to ensure they can be re-used and expanded upon in the long-run, so we aren't revamping old system repeatedly.<br />
<br />
We'll be looking at significant publishing this year between ArmorGames, mobile (Android-Only probably for now), and setting up localization for going a little more global.<br />
<br />
We also have a lot of design issues that need to be taken care of, for example what makes a new user engaged in a 2 year old game? It's fun but there's no sense in competing with the current designs. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Publishing</span></span><br />
I'm publishing on ArmorGames later in January. It's official, and thanks to finally having the new graphics in, we can clean up some engagement issues along the way for new users.<br />
I don't know whether IOU will do as well as it did on Kongregate or through iourpg, but whatever, it's new players. Works for me, and we've done our research on the engagement issues, and delayed publishing IOU further long enough.<br />
<br />
I will slowly be setting up windows to work with multiple resolutions for multiple devices/mediums of access.<br />
<br />
Auto-updating APK's should be setup before the middle of this year for testing, then we'll be publishing through Kongregate/Gamestop on the mobile market for about as big a push as you can get in the indie flash industry. Plenty of plans for optimizing things in a simple manner to make this work/possible.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Features</span></span><br />
<span style="font-weight: bold;">Expedition System </span>Clearly the expeditions need to get done, like 2 weeks ago. We haven't been short of updates, but short of progress on this system is obvious. I'm finalizing the battle system for the AI battles to start, so you can begin performing the battles and upgrading your ship.<br />
<br />
This system has a TON of room for expansion via resources, which we'll definitely be coming back to with future features.<br />
<br />
<span style="font-weight: bold;">Legendary System</span> - The assets for this are for the most part done (just some icons). It shouldn't take long to duplicate the ascension-style upgrade system and add this one. Lets aim for Mid January for this.<br />
<br />
<span style="font-weight: bold;">Guild Rehaul - </span>This is happening this year soon or later. Once voted upon we'll have a lengthy (or multiple) community discussions on how it will be accomplished. It's definitely a huge part of the game that needs a rehaul though to be able to expand anywhere with guilds.<br />
<br />
<span style="font-weight: bold;">Classes / Abilities</span> - This will be happening this year as well. We have some ideas on how to accomplish this, but it will require discussions and significant testing. I would like the focus of party play for challenges to allow for strategy, not just pure DPS.<br />
<br />
<span style="font-weight: bold;">Challenges -</span> This system is pretty clunky. I don't care to completely rehaul it (other than the window), however I would love to expand on it and make it a major source of the game's content, beyond challenge points, and more to receive resources for crafting. A daily limit for rewards is planned, but it would make repeating challenges and helping others have a more meaningful yield.<br />
<br />
<span style="font-weight: bold;">Battles -  </span>There's room for significant improvement on monster death, coin drop / collect / animation. It's not a massive engagement issue, but it wouldn't be a massive undertaking either. Simple effect changes that could go a long way for new and old users.<br />
<br />
<span style="font-weight: bold;">Black Screen - </span>After being idle for a while. I think it might be necessary to black-screen. Removing all animations and significant processing and provide the player with simple 'Current Status' screen. I would actually like to set something like this up for additional devices, with minimal functionality allowing you to change zones, or perform daily tasks (fishing,woodcutting, expeditions, etc) without actually having to go INTO the game. Consider it a remote management system. This feature is however one that would sit at the end of the priority spectrum, but I do feel that it has its importance factor in the long-run.<br />
<br />
<span style="font-weight: bold;">Crafting / Gear / Avatars - </span>I really don't know if I can squeeze in avatars AND crafting at the same time. That is just an insane undertaking. I feel perhaps setting up templatable avatars, and allowing users to setup who they are as a start is the best bet, then expanding with gear/crafting with visual consequences is the best way to go. <br />
<br />
<br />
<span style="font-weight: bold;">Pets - </span>I think there's room for one more expansion on pets. Whether that's gear or something else. However that will likely not be a focus this year; instead the focus will be to allow users to select their pets look, instead of being bound to tiers. This will allow community created pet competitions, skins, and so forth.<br />
<br />
<span style="font-weight: bold;">Pet Upgrade Map -</span> After discussing the simplification of this system, I'm actually considering against that, and simply allowing two parallel builds for pets: Arena-based, and Combat-Based. Arena based would be for pet arena build, and the Combat-Based would be for hunting in your party. No more having to reset to make pushes in arena, then back for hunting.<br />
<br />
<span style="font-weight: bold;">XSolla - </span>I can't go into too much detail, but I proposed using this payment provider for non-kongregate sites as a means to be able to make purchases in a larger variety of ways, especially internationally. However I discovered something when testing it, where international conversions were....far from correct. I contacted some people and an investigation is going on. So far it's not looking good, but we'll see how things go in the coming weeks. I'm definitely looking out for users here by avoiding them until they (hopefully) resolve this conversion practice. I'd rather people wait on such purchases or not purchase at all, than support people getting scandalized by an extra 6-10% from conversion rates. I have morals, believe it or not.<br />
<br />
That's it for now. I'm sure there's a ton more that could be mentioned here, but it's new years and I have been at this for countless hours already.<br />
<br />
Happy New Years. <span style="font-weight: bold;">Drive safe</span>, <span style="font-style: italic;">especially if you drive drunk</span>.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;"><span style="text-decoration: underline;">Happy New Years</span></span><br />
<br />
(Yes, I did just 'assume' your new years identity as being happy since you're probably consuming alcohol)<br />
<br />
This last couple weeks was such a clustershmuck for me personally, hence the lack of the dev-blog, and lack of more fixes in the last update as I just did not have time between being sick, holidays, dealing with more server stability issues, etc.<br />
<br />
But as we are entering the new year I wanted to release today's patch, including the major graphic rehaul (will state reasons below) and this community event to test out our broadcasting system, along with collaboration features.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">What's in store for 2017?</span></span><br />
<br />
I think 2017 is the year to finalize things and get them done right. I suspect IOU will get its abundance of updates and roadmap progression this year, while next year and the following will be of adding content to existing features.<br />
<br />
The intention of all new features/additions is to ensure they can be re-used and expanded upon in the long-run, so we aren't revamping old system repeatedly.<br />
<br />
We'll be looking at significant publishing this year between ArmorGames, mobile (Android-Only probably for now), and setting up localization for going a little more global.<br />
<br />
We also have a lot of design issues that need to be taken care of, for example what makes a new user engaged in a 2 year old game? It's fun but there's no sense in competing with the current designs. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Publishing</span></span><br />
I'm publishing on ArmorGames later in January. It's official, and thanks to finally having the new graphics in, we can clean up some engagement issues along the way for new users.<br />
I don't know whether IOU will do as well as it did on Kongregate or through iourpg, but whatever, it's new players. Works for me, and we've done our research on the engagement issues, and delayed publishing IOU further long enough.<br />
<br />
I will slowly be setting up windows to work with multiple resolutions for multiple devices/mediums of access.<br />
<br />
Auto-updating APK's should be setup before the middle of this year for testing, then we'll be publishing through Kongregate/Gamestop on the mobile market for about as big a push as you can get in the indie flash industry. Plenty of plans for optimizing things in a simple manner to make this work/possible.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Features</span></span><br />
<span style="font-weight: bold;">Expedition System </span>Clearly the expeditions need to get done, like 2 weeks ago. We haven't been short of updates, but short of progress on this system is obvious. I'm finalizing the battle system for the AI battles to start, so you can begin performing the battles and upgrading your ship.<br />
<br />
This system has a TON of room for expansion via resources, which we'll definitely be coming back to with future features.<br />
<br />
<span style="font-weight: bold;">Legendary System</span> - The assets for this are for the most part done (just some icons). It shouldn't take long to duplicate the ascension-style upgrade system and add this one. Lets aim for Mid January for this.<br />
<br />
<span style="font-weight: bold;">Guild Rehaul - </span>This is happening this year soon or later. Once voted upon we'll have a lengthy (or multiple) community discussions on how it will be accomplished. It's definitely a huge part of the game that needs a rehaul though to be able to expand anywhere with guilds.<br />
<br />
<span style="font-weight: bold;">Classes / Abilities</span> - This will be happening this year as well. We have some ideas on how to accomplish this, but it will require discussions and significant testing. I would like the focus of party play for challenges to allow for strategy, not just pure DPS.<br />
<br />
<span style="font-weight: bold;">Challenges -</span> This system is pretty clunky. I don't care to completely rehaul it (other than the window), however I would love to expand on it and make it a major source of the game's content, beyond challenge points, and more to receive resources for crafting. A daily limit for rewards is planned, but it would make repeating challenges and helping others have a more meaningful yield.<br />
<br />
<span style="font-weight: bold;">Battles -  </span>There's room for significant improvement on monster death, coin drop / collect / animation. It's not a massive engagement issue, but it wouldn't be a massive undertaking either. Simple effect changes that could go a long way for new and old users.<br />
<br />
<span style="font-weight: bold;">Black Screen - </span>After being idle for a while. I think it might be necessary to black-screen. Removing all animations and significant processing and provide the player with simple 'Current Status' screen. I would actually like to set something like this up for additional devices, with minimal functionality allowing you to change zones, or perform daily tasks (fishing,woodcutting, expeditions, etc) without actually having to go INTO the game. Consider it a remote management system. This feature is however one that would sit at the end of the priority spectrum, but I do feel that it has its importance factor in the long-run.<br />
<br />
<span style="font-weight: bold;">Crafting / Gear / Avatars - </span>I really don't know if I can squeeze in avatars AND crafting at the same time. That is just an insane undertaking. I feel perhaps setting up templatable avatars, and allowing users to setup who they are as a start is the best bet, then expanding with gear/crafting with visual consequences is the best way to go. <br />
<br />
<br />
<span style="font-weight: bold;">Pets - </span>I think there's room for one more expansion on pets. Whether that's gear or something else. However that will likely not be a focus this year; instead the focus will be to allow users to select their pets look, instead of being bound to tiers. This will allow community created pet competitions, skins, and so forth.<br />
<br />
<span style="font-weight: bold;">Pet Upgrade Map -</span> After discussing the simplification of this system, I'm actually considering against that, and simply allowing two parallel builds for pets: Arena-based, and Combat-Based. Arena based would be for pet arena build, and the Combat-Based would be for hunting in your party. No more having to reset to make pushes in arena, then back for hunting.<br />
<br />
<span style="font-weight: bold;">XSolla - </span>I can't go into too much detail, but I proposed using this payment provider for non-kongregate sites as a means to be able to make purchases in a larger variety of ways, especially internationally. However I discovered something when testing it, where international conversions were....far from correct. I contacted some people and an investigation is going on. So far it's not looking good, but we'll see how things go in the coming weeks. I'm definitely looking out for users here by avoiding them until they (hopefully) resolve this conversion practice. I'd rather people wait on such purchases or not purchase at all, than support people getting scandalized by an extra 6-10% from conversion rates. I have morals, believe it or not.<br />
<br />
That's it for now. I'm sure there's a ton more that could be mentioned here, but it's new years and I have been at this for countless hours already.<br />
<br />
Happy New Years. <span style="font-weight: bold;">Drive safe</span>, <span style="font-style: italic;">especially if you drive drunk</span>.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 25 :: 2016 :: December]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2352</link>
			<pubDate>Fri, 02 Dec 2016 20:17:19 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2352</guid>
			<description><![CDATA[Alrighty...I'm going to release this dev blog a bit early to make up for being a day late on the other two. I'm also going to make up for it with a lot more information and details ahead!<br />
<br />
Before the list, I want to state that there is a hell of a lot of things going on in the background outside of work you are presented with, far beyond what you're presented with on weak weekly dev blogs at times. This is because sometimes I believe it's just not a good time to bring up certain topics to steer away the focus from the primary development we are working on, or don't have the time to go into detail about them.<br />
<br />
This is a huge month though, in fact I feel like while the amount of content getting released soon won't be a record-breaker, this month is a huge stepping stone in preparations for 2017 and what we bring to you. After a hellish year last year with so many migration issues, and development imbalances over the course, I'm excited at the thought of just what is possible for next year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">2016, The Life and Survival of IOU</span></span><br />
I feel like it's a good time for me to speak up on the good, the bad, and the ugly of this year.<br />
<br />
Throughout migration, the offline gains initial release (where kills no longer mattered), we lost a chunk of players but have still held a strong and dedicated user-base outside of some rather poor (or poor timing) choices on my end. While the growth remained stagnant after those issues for a while now, it appears we are on an upward climb again...and we still have yet to publish publish publish. The minor bits of engagement focuses definitely do make a difference, and there's an incredibly vast amount of room for improvement in that regard.<br />
<br />
While it should be obvious IOU needs to keep bringing in new players at least here and there, there should be no misconception that the players who have stuck around since the beginning are the reason this game survived through some seriously rough waters this year.<br />
<br />
It's incredible to me that players have stuck around an Idle game for so long, that when people tell me they are quitting it's almost a reaction of surprise because as a gamer, I certainly never stuck around game's for year(s) like this. That being said I completely understand some players quitting because they are tired of waiting, or the game is not going in the direction they anticipated.<br />
<br />
<br />
<br />
I'll never make everyone happy, and I will continue making mistakes...So i<span style="text-decoration: underline;">n any case, I appreciate community for all their dedication, even the thorns (You know who you are).</span> <br />
A lot of you long-term players have put up with an incredible amount of hell throughout IOU's life thus far.<br />
<br />
This year could have been worse, but it could have been much better, and I expect with all the improvements over the last few months that it would be pretty hard to move in any direction but forward in 2017.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Community Competition</span></span><br />
Participation rewards were sure a big pain in the ass to give out, but admittedly I want people to have a sense of accomplishment. I won't be able to give participation rewards every ComComp, but keep in mind there's always potential for gratitude and reward for your work in helping improve IOU.<br />
<br />
Participation rewards were doubled, and all rewards being given have been handed out at this point.<br />
<br />
Thank you everyone who participated, and sorry if you spent any time voting or discussing votes. In the end it made sense for me to just handle the wins with my own bias as opposed to community bias, where there was too much room for exploitation.<br />
<br />
A new ComComp might make it in a couple weeks, but keep in mind just how busy things are right now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">RPG Event</span></span><br />
I can't believe how the entire user-base absolutely LOVED this event and all its interactions! ...Oh wait.<br />
<br />
This was a neat experiment, and even better to discover the user-base's feelings towards heavier interactions within the game on full throttle. That being said you can rest assured this will be under constant consideration in the future.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Santa Event</span></span><br />
In the meantime, enjoy a braindead-relaxed event coming up! I've made changes to make it even more laid back, and significantly more rewarding than last year.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Black Friday</span></span><br />
The Black Friday bit is coming to an end on December 10th. You should assume that it's over by the 9th. I will not be re-enabling any packs (paid or free) after it is taken down. Firm.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Years</span></span><br />
Looking at a small New Years surprise. This entails potentially the first very simple mostly-passive global event in IOU, one that will be our pre-testing to the capabilities of Global Beasts, Guild Rehauls, and other features of a more powerful collaborative game-play. I think it'll be a great way to end and start 2016/2017. <br />
<br />
Note: There are no plans for packs (free or paid), or diamond spending. This tiny event is intended to be a fun little experiment.<br />
<br />
The development time on this is expected at to be one Day for Ray and Jay, so don't worry about being set back, Eh?<br />
<br />
Exact release time unknown. No point in asking for a while.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bonuses</span></span><br />
Recharge and Exp bonuses are being taken down and replaced. You'll see what with after the patch release! I'm avoiding hype and headache by not releasing that information until release.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Challenges, Series &amp; Level 1000+</span></span><br />
While there's a never ending amount of ideas behind where challenges will lead in the long-run, I can tell you right now we are looking at re-balancing challenge series to scale more quickly in difficulty.<br />
<br />
BUT! <span style="text-decoration: underline;">Chill out</span>, I'm not finished! Don't go spamming us on Discord, Tickets, Facebook, Forum and Emails yet...<br />
<br />
We are likely looking at reducing the difficulty slightly for non-series challenges, and adding two new difficulties. Platinum, which would release at level 500, and Ragestone, at 1000.<br />
<br />
Before this however, the UI needs a significant clean-up. Plenty of great ideas from the PIC Competition <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Logo &amp; Loading Screen</span></span><br />
New loading screen/logo coming with this next patch. I'm pretty excited for it, just being looks or not, it's a major improvement in my eyes and I'll be a lot more proud to show it off.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Expedition System</span></span><br />
Player ships?: Check<br />
Battlestation?: Check<br />
Battlestation background?: Check<br />
<br />
After this patch release, I'm going to get everything going with the 2nd half of the expedition release and get things rolling onto test as soon as possible. <br />
<br />
Unfortunately we had a few issues and distractions along the way but we should be good to get a move-on again, albeit behind schedule but it's not like progress hasn't been made in several areas.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Optimizations / Challenge Lag</span></span><br />
Somewhere along the way challenge lag came back with a vengeance. This being one of the distractions as of late in terms of the expedition system progress, has been interesting to say the least.<br />
<br />
First, I spent a lot of time breaking down -everything- in the servers, and debugged for many many hours. I discovered a lot of interactions going on during Connect and Disconnect, which appears to be where all the major spikes occur, including ghosts. <br />
<br />
Ghosted players are legitimately an AI version of you running your account, but the kicker is that it shouldn't require much processing for all the offline players. Instead I discovered a lot more going on with database transactions, timers, etc that shouldn't have been, and major improvements have been made in that regard.<br />
<br />
----<br />
<br />
Second, we have always had an issue with trying to run rooms individually to avoid one room affecting other rooms (or crashing all rooms for that matter). One issue with this was that we ran a unique connectionpool to the database for every single room. This generally lead to a disgusting amount of connections for one dedication machine to handle, especially when several rooms are created or shut down around the same time.<br />
<br />
What we have done instead is created a central connection pool communicator that handles transactions for every single room. This was a rather big change with how we handled things before, and we're going to try running with it in this upcoming patch.<br />
<br />
If things don't work out on the first push of these changes (which have been on testing a while now), then we have designed a quick way to switch it back until we can clean up whatever issues arise (if any).<br />
<br />
There has been so many optimizations/cleanups with the development of this upcoming patch, that I will likely declare a few hour potential downtime upon release.<br />
<br />
----<br />
<br />
All that being said, we're very hopeful this will improve the lag issues astronomically.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">World-wide availability!</span></span><br />
Right now all the servers (game servers, webhost, balance loading authentication scripts) are being hosted in the USA. <br />
<br />
However, we are in the works of setting things up on a CDN for at least the assets/authentication portions. This means people around the world who play will have a much better access to files and calls for a much quicker download time. <br />
<br />
It's a big step in the direction we are aiming for, which will eventually also include servers hosted around the world, and being able to set where your party room, or challenge room is hosted (North America, Europe, Asian, etc). Who needs 500+ ping anyways?<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">2017</span></span><br />
Next month i'll have some announcements on plans ahead for the year, beyond the community surveys.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Rehaul</span></span><br />
I now have all the assets for worlds 1-10, all backgrounds and monsters.<br />
<br />
For those who are used to the existing monsters, I'm giving a heads up...it's going to be a system shock, but this rehaul was announced a looong time ago, and for the purpose of being able to begin preparing the game/assets for multiple resolutions for cross-device support.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Show and Tell</span></span><br />
I was going to show the new ship(s), the battle station, and some of the new assets ahead but i'll leave that up for further dev blogs, or simply just release them!<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Alrighty...I'm going to release this dev blog a bit early to make up for being a day late on the other two. I'm also going to make up for it with a lot more information and details ahead!<br />
<br />
Before the list, I want to state that there is a hell of a lot of things going on in the background outside of work you are presented with, far beyond what you're presented with on weak weekly dev blogs at times. This is because sometimes I believe it's just not a good time to bring up certain topics to steer away the focus from the primary development we are working on, or don't have the time to go into detail about them.<br />
<br />
This is a huge month though, in fact I feel like while the amount of content getting released soon won't be a record-breaker, this month is a huge stepping stone in preparations for 2017 and what we bring to you. After a hellish year last year with so many migration issues, and development imbalances over the course, I'm excited at the thought of just what is possible for next year.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">2016, The Life and Survival of IOU</span></span><br />
I feel like it's a good time for me to speak up on the good, the bad, and the ugly of this year.<br />
<br />
Throughout migration, the offline gains initial release (where kills no longer mattered), we lost a chunk of players but have still held a strong and dedicated user-base outside of some rather poor (or poor timing) choices on my end. While the growth remained stagnant after those issues for a while now, it appears we are on an upward climb again...and we still have yet to publish publish publish. The minor bits of engagement focuses definitely do make a difference, and there's an incredibly vast amount of room for improvement in that regard.<br />
<br />
While it should be obvious IOU needs to keep bringing in new players at least here and there, there should be no misconception that the players who have stuck around since the beginning are the reason this game survived through some seriously rough waters this year.<br />
<br />
It's incredible to me that players have stuck around an Idle game for so long, that when people tell me they are quitting it's almost a reaction of surprise because as a gamer, I certainly never stuck around game's for year(s) like this. That being said I completely understand some players quitting because they are tired of waiting, or the game is not going in the direction they anticipated.<br />
<br />
<br />
<br />
I'll never make everyone happy, and I will continue making mistakes...So i<span style="text-decoration: underline;">n any case, I appreciate community for all their dedication, even the thorns (You know who you are).</span> <br />
A lot of you long-term players have put up with an incredible amount of hell throughout IOU's life thus far.<br />
<br />
This year could have been worse, but it could have been much better, and I expect with all the improvements over the last few months that it would be pretty hard to move in any direction but forward in 2017.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Community Competition</span></span><br />
Participation rewards were sure a big pain in the ass to give out, but admittedly I want people to have a sense of accomplishment. I won't be able to give participation rewards every ComComp, but keep in mind there's always potential for gratitude and reward for your work in helping improve IOU.<br />
<br />
Participation rewards were doubled, and all rewards being given have been handed out at this point.<br />
<br />
Thank you everyone who participated, and sorry if you spent any time voting or discussing votes. In the end it made sense for me to just handle the wins with my own bias as opposed to community bias, where there was too much room for exploitation.<br />
<br />
A new ComComp might make it in a couple weeks, but keep in mind just how busy things are right now.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">RPG Event</span></span><br />
I can't believe how the entire user-base absolutely LOVED this event and all its interactions! ...Oh wait.<br />
<br />
This was a neat experiment, and even better to discover the user-base's feelings towards heavier interactions within the game on full throttle. That being said you can rest assured this will be under constant consideration in the future.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Santa Event</span></span><br />
In the meantime, enjoy a braindead-relaxed event coming up! I've made changes to make it even more laid back, and significantly more rewarding than last year.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Black Friday</span></span><br />
The Black Friday bit is coming to an end on December 10th. You should assume that it's over by the 9th. I will not be re-enabling any packs (paid or free) after it is taken down. Firm.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Years</span></span><br />
Looking at a small New Years surprise. This entails potentially the first very simple mostly-passive global event in IOU, one that will be our pre-testing to the capabilities of Global Beasts, Guild Rehauls, and other features of a more powerful collaborative game-play. I think it'll be a great way to end and start 2016/2017. <br />
<br />
Note: There are no plans for packs (free or paid), or diamond spending. This tiny event is intended to be a fun little experiment.<br />
<br />
The development time on this is expected at to be one Day for Ray and Jay, so don't worry about being set back, Eh?<br />
<br />
Exact release time unknown. No point in asking for a while.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Bonuses</span></span><br />
Recharge and Exp bonuses are being taken down and replaced. You'll see what with after the patch release! I'm avoiding hype and headache by not releasing that information until release.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Challenges, Series &amp; Level 1000+</span></span><br />
While there's a never ending amount of ideas behind where challenges will lead in the long-run, I can tell you right now we are looking at re-balancing challenge series to scale more quickly in difficulty.<br />
<br />
BUT! <span style="text-decoration: underline;">Chill out</span>, I'm not finished! Don't go spamming us on Discord, Tickets, Facebook, Forum and Emails yet...<br />
<br />
We are likely looking at reducing the difficulty slightly for non-series challenges, and adding two new difficulties. Platinum, which would release at level 500, and Ragestone, at 1000.<br />
<br />
Before this however, the UI needs a significant clean-up. Plenty of great ideas from the PIC Competition <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">New Logo &amp; Loading Screen</span></span><br />
New loading screen/logo coming with this next patch. I'm pretty excited for it, just being looks or not, it's a major improvement in my eyes and I'll be a lot more proud to show it off.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Expedition System</span></span><br />
Player ships?: Check<br />
Battlestation?: Check<br />
Battlestation background?: Check<br />
<br />
After this patch release, I'm going to get everything going with the 2nd half of the expedition release and get things rolling onto test as soon as possible. <br />
<br />
Unfortunately we had a few issues and distractions along the way but we should be good to get a move-on again, albeit behind schedule but it's not like progress hasn't been made in several areas.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Optimizations / Challenge Lag</span></span><br />
Somewhere along the way challenge lag came back with a vengeance. This being one of the distractions as of late in terms of the expedition system progress, has been interesting to say the least.<br />
<br />
First, I spent a lot of time breaking down -everything- in the servers, and debugged for many many hours. I discovered a lot of interactions going on during Connect and Disconnect, which appears to be where all the major spikes occur, including ghosts. <br />
<br />
Ghosted players are legitimately an AI version of you running your account, but the kicker is that it shouldn't require much processing for all the offline players. Instead I discovered a lot more going on with database transactions, timers, etc that shouldn't have been, and major improvements have been made in that regard.<br />
<br />
----<br />
<br />
Second, we have always had an issue with trying to run rooms individually to avoid one room affecting other rooms (or crashing all rooms for that matter). One issue with this was that we ran a unique connectionpool to the database for every single room. This generally lead to a disgusting amount of connections for one dedication machine to handle, especially when several rooms are created or shut down around the same time.<br />
<br />
What we have done instead is created a central connection pool communicator that handles transactions for every single room. This was a rather big change with how we handled things before, and we're going to try running with it in this upcoming patch.<br />
<br />
If things don't work out on the first push of these changes (which have been on testing a while now), then we have designed a quick way to switch it back until we can clean up whatever issues arise (if any).<br />
<br />
There has been so many optimizations/cleanups with the development of this upcoming patch, that I will likely declare a few hour potential downtime upon release.<br />
<br />
----<br />
<br />
All that being said, we're very hopeful this will improve the lag issues astronomically.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">World-wide availability!</span></span><br />
Right now all the servers (game servers, webhost, balance loading authentication scripts) are being hosted in the USA. <br />
<br />
However, we are in the works of setting things up on a CDN for at least the assets/authentication portions. This means people around the world who play will have a much better access to files and calls for a much quicker download time. <br />
<br />
It's a big step in the direction we are aiming for, which will eventually also include servers hosted around the world, and being able to set where your party room, or challenge room is hosted (North America, Europe, Asian, etc). Who needs 500+ ping anyways?<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">2017</span></span><br />
Next month i'll have some announcements on plans ahead for the year, beyond the community surveys.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Rehaul</span></span><br />
I now have all the assets for worlds 1-10, all backgrounds and monsters.<br />
<br />
For those who are used to the existing monsters, I'm giving a heads up...it's going to be a system shock, but this rehaul was announced a looong time ago, and for the purpose of being able to begin preparing the game/assets for multiple resolutions for cross-device support.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Show and Tell</span></span><br />
I was going to show the new ship(s), the battle station, and some of the new assets ahead but i'll leave that up for further dev blogs, or simply just release them!<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 24 :: 2016 :: November]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2335</link>
			<pubDate>Sun, 06 Nov 2016 23:44:28 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2335</guid>
			<description><![CDATA[Am I the only person who hates the months that get closer and closer to the winter holidays? <br />
<br />
Anyways, November is here, and so comes the first blog of the month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event</span></span><br />
Not much to say here. I will be having Jay improve a couple other stats in the event to potentially allow alternate builds...nothing major.<br />
The event's end date should be assumed to be Dec 1st, however it could be pushed a few days.<br />
<br />
The next event will be a repeat of the old Santa Event, however i'll look at a couple simple changes to make it less of a hassle (less clicking for the snowballs).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Expedition System</span></span><br />
I'm really going to have to push things to get the second phase of this feature out by the end of this month, but I do have a good 3 weeks to get moving on this for at least a beta testing version of it. Please don't ask for details as internal testing -&gt; public testing can very quickly lead to major changes, and every time I release tidbits of information, it gets abused and twisted, so on those questions: PASS, lol. Wait for the public testing of the feature and you can judge and go from there.<br />
<br />
The first phase (The rehaul to the 'expedition'/ harvester portion) has progressed a lot. The window layout and some art is missing currently as Isael is swamped with a lot of these assets, but this week should be public testing for sure. We are already undergoing internal testing with one person at a time before pushing for public testing.<br />
<br />
We're also missing a couple important pieces to this, which includes some new game resources. The purpose of these resources is quite a toss-up, but we'll be testing some things this week before making anything in that regard final. In the meantime you will have access to test the new system in its current state, as mentioned, this week.<br />
<br />
<span style="text-decoration: underline;">Some unorganized points of interest:</span><ul>
<li>You will be able to cancel/refund expeditions for fuel</li>
<li>Gold can be used to upgrade the Fuel Station. Long-term players...expect to click a lot initially, as the cost starts pretty low to allow younger players this new investment as well. There will not be mass purchasing because it will not be an issue once you hit a formidable upgrade level.</li>
<li>You will be able to select more currencies with this system, (likely including entirely new resources to the game)</li>
<li>You can fast track expeditions by spending stored fuel (which generally is what will occur if you fall away from IOU for a while)</li>
<li>Every ship is individual, and each ship has a: Hull, Sensor, Thusters, Fuel Injector, Extractor, and Drill)</li>
<li>You can select between tier 1 and 9 currently, depending on the level of the drill on the selected ship for send-off</li>
<li>You can inspect an existing expedition to see how much fuel has been used, and what can be refunded</li>
<li>There will be a visual Min and Max amount of resources you can receive (not including bonus resources, or failed expedition)</li>
<li>Expedition points will be refunded within a few seconds of logging in when the new system is published. The old system was <span style="text-decoration: underline;">completely</span> gutted, but you <span style="font-weight: bold;">will not lose your hard earned expedition points!</span></li>
<li>The expedition trophy upgrade will reduce the delay on fuel recharges, instead of expedition times<br />
</li></ul>
<span style="font-weight: bold;"><span style="text-decoration: underline;">Xsolla</span></span><br />
We will likely be changing our payment methods over to XSolla on iourpg.com by December, which will open up a LOT more payment options for users (still includes Paypal), supposedly even supporting subway cards.<br />
<br />
Handling payment via Paypal only, and managing it on our end causes a bit of overhead, so this new option is probably one of the best out there for us.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Delegation of Work</span></span><br />
Because a lot of the work for newer systems entails placement portions and asset materials, i'll be tackling new features independently for the most part, while having Jay handle an assortment of other items, that way things don't need to sit stagnant and become septic while new features are worked on.<br />
<br />
Keep in mind I'm generally the only person who handles client-side work, so some things may need to be delayed in waiting for me to be able to jump on the client-side portions.<br />
<br />
In any case, here's some things we have coming up along side the survey-chosen feature:<br />
<ul>
<li>Bingo (Testing should be included with the new expedition system)</li>
<li>Private Messages (This requires some UI changes, so there will only be work-around testing coming up in the next week on this)</li>
<li>Server Optimizations (Reducing server processing even further to reduce server load, thus, server issues)</li>
<li>Fishing Auto-Start after a disconnect (This does not include after a refresh yet - that's the task system)</li>
<li>Bug fixes - Plenty on the Trello board, we'll be working to clean that up this month<br />
</li></ul>
<span style="font-weight: bold;"><span style="text-decoration: underline;">UI and Asset Rehaul</span></span><br />
The art-house claims all the planet monsters &amp; backgrounds, along with UI final touches will be done this month. That means we will work out the rest of the new monsters/backgrounds and work to present the game with a more consistent style &amp; flexibility on devices.<br />
<br />
This is a step we've been waiting for internally for a while in order to expand the game's horizons. We expect this will begin in December, parallel to the next voted feature.<br />
<br />
I have a ton of new shots I could share, but since it's coming up, i'll save them for next week's blog, or simply provide them in-game.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Am I the only person who hates the months that get closer and closer to the winter holidays? <br />
<br />
Anyways, November is here, and so comes the first blog of the month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event</span></span><br />
Not much to say here. I will be having Jay improve a couple other stats in the event to potentially allow alternate builds...nothing major.<br />
The event's end date should be assumed to be Dec 1st, however it could be pushed a few days.<br />
<br />
The next event will be a repeat of the old Santa Event, however i'll look at a couple simple changes to make it less of a hassle (less clicking for the snowballs).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Expedition System</span></span><br />
I'm really going to have to push things to get the second phase of this feature out by the end of this month, but I do have a good 3 weeks to get moving on this for at least a beta testing version of it. Please don't ask for details as internal testing -&gt; public testing can very quickly lead to major changes, and every time I release tidbits of information, it gets abused and twisted, so on those questions: PASS, lol. Wait for the public testing of the feature and you can judge and go from there.<br />
<br />
The first phase (The rehaul to the 'expedition'/ harvester portion) has progressed a lot. The window layout and some art is missing currently as Isael is swamped with a lot of these assets, but this week should be public testing for sure. We are already undergoing internal testing with one person at a time before pushing for public testing.<br />
<br />
We're also missing a couple important pieces to this, which includes some new game resources. The purpose of these resources is quite a toss-up, but we'll be testing some things this week before making anything in that regard final. In the meantime you will have access to test the new system in its current state, as mentioned, this week.<br />
<br />
<span style="text-decoration: underline;">Some unorganized points of interest:</span><ul>
<li>You will be able to cancel/refund expeditions for fuel</li>
<li>Gold can be used to upgrade the Fuel Station. Long-term players...expect to click a lot initially, as the cost starts pretty low to allow younger players this new investment as well. There will not be mass purchasing because it will not be an issue once you hit a formidable upgrade level.</li>
<li>You will be able to select more currencies with this system, (likely including entirely new resources to the game)</li>
<li>You can fast track expeditions by spending stored fuel (which generally is what will occur if you fall away from IOU for a while)</li>
<li>Every ship is individual, and each ship has a: Hull, Sensor, Thusters, Fuel Injector, Extractor, and Drill)</li>
<li>You can select between tier 1 and 9 currently, depending on the level of the drill on the selected ship for send-off</li>
<li>You can inspect an existing expedition to see how much fuel has been used, and what can be refunded</li>
<li>There will be a visual Min and Max amount of resources you can receive (not including bonus resources, or failed expedition)</li>
<li>Expedition points will be refunded within a few seconds of logging in when the new system is published. The old system was <span style="text-decoration: underline;">completely</span> gutted, but you <span style="font-weight: bold;">will not lose your hard earned expedition points!</span></li>
<li>The expedition trophy upgrade will reduce the delay on fuel recharges, instead of expedition times<br />
</li></ul>
<span style="font-weight: bold;"><span style="text-decoration: underline;">Xsolla</span></span><br />
We will likely be changing our payment methods over to XSolla on iourpg.com by December, which will open up a LOT more payment options for users (still includes Paypal), supposedly even supporting subway cards.<br />
<br />
Handling payment via Paypal only, and managing it on our end causes a bit of overhead, so this new option is probably one of the best out there for us.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Delegation of Work</span></span><br />
Because a lot of the work for newer systems entails placement portions and asset materials, i'll be tackling new features independently for the most part, while having Jay handle an assortment of other items, that way things don't need to sit stagnant and become septic while new features are worked on.<br />
<br />
Keep in mind I'm generally the only person who handles client-side work, so some things may need to be delayed in waiting for me to be able to jump on the client-side portions.<br />
<br />
In any case, here's some things we have coming up along side the survey-chosen feature:<br />
<ul>
<li>Bingo (Testing should be included with the new expedition system)</li>
<li>Private Messages (This requires some UI changes, so there will only be work-around testing coming up in the next week on this)</li>
<li>Server Optimizations (Reducing server processing even further to reduce server load, thus, server issues)</li>
<li>Fishing Auto-Start after a disconnect (This does not include after a refresh yet - that's the task system)</li>
<li>Bug fixes - Plenty on the Trello board, we'll be working to clean that up this month<br />
</li></ul>
<span style="font-weight: bold;"><span style="text-decoration: underline;">UI and Asset Rehaul</span></span><br />
The art-house claims all the planet monsters &amp; backgrounds, along with UI final touches will be done this month. That means we will work out the rest of the new monsters/backgrounds and work to present the game with a more consistent style &amp; flexibility on devices.<br />
<br />
This is a step we've been waiting for internally for a while in order to expand the game's horizons. We expect this will begin in December, parallel to the next voted feature.<br />
<br />
I have a ton of new shots I could share, but since it's coming up, i'll save them for next week's blog, or simply provide them in-game.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Expedition system WIP 2]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2333</link>
			<pubDate>Fri, 04 Nov 2016 23:43:55 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2333</guid>
			<description><![CDATA[Hi to all!<br />
<br />
      Just posting some progress on the assets of the space expedition system currently under development! Here is a pop-up window that will potentially pop-up, hence the name, when selecting a building of the space station. At first it was only rocky, but found out would be nice to add a bit of space vegetation (yes yes, there is in IOU space) around. <br />
<br />
       In the window, i just put together a bunch of ressources that will be given to the player, beside the upgrade parts for the ships, that will be made this week, as well as the space lab building , one of the building available in the station.  <br />
<br />
 From left to right, planetary core, ultinum particle, dark energy, star dust, infinite matter, gaz. <br />
<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=256" target="_blank" title="">pop-up_window.png</a> (Size: 254.59 KB / Downloads: 967)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi to all!<br />
<br />
      Just posting some progress on the assets of the space expedition system currently under development! Here is a pop-up window that will potentially pop-up, hence the name, when selecting a building of the space station. At first it was only rocky, but found out would be nice to add a bit of space vegetation (yes yes, there is in IOU space) around. <br />
<br />
       In the window, i just put together a bunch of ressources that will be given to the player, beside the upgrade parts for the ships, that will be made this week, as well as the space lab building , one of the building available in the station.  <br />
<br />
 From left to right, planetary core, ultinum particle, dark energy, star dust, infinite matter, gaz. <br />
<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=256" target="_blank" title="">pop-up_window.png</a> (Size: 254.59 KB / Downloads: 967)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Expedition system art WIP]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2327</link>
			<pubDate>Tue, 25 Oct 2016 02:58:01 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2327</guid>
			<description><![CDATA[Hello IOU fellowship!<br />
<br />
             Just dropping by to show some art work-in-progress for the new expedition system. I spent the entire week creating assets (and putting a bunch of them to the garbage meanwhile), trying to capture what this system should look like, the ambiance player would feel browsing through buildings and upgrades. <br />
 <br />
           It was quite difficult trying to fit the art-house style, or what their work on such a part of the game would look like, being given the fact i used to draw with big black strokes (even for backgrounds), and that they rather use stroke-free shape and gradients, but i think it's finally leading to something good. <br />
<br />
         In first place i made a concept sketch that looked like the layout2 you can see below, with buildings standing on floating islands with a central node, then i thought it would be nice if the space station would actually be on a deserted planet, something that looked like the moon, having this calm, hermetic and secluded landscape. Then finally we came back to the first version with the islands. <br />
<br />
 Sorry for the small images you have to click on, will do this differently next time, i am just currently too sleepy to upload them correctly and play with those blog options.<br />
<br />
<br />
layout1<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=241" target="_blank" title="">layout1.png</a> (Size: 320.42 KB / Downloads: 1167)
<!-- end: postbit_attachments_attachment --><br />
<br />
layout2<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=243" target="_blank" title="">layout2.png</a> (Size: 231.57 KB / Downloads: 1127)
<!-- end: postbit_attachments_attachment --><br />
<br />
     The central node would probably bee a small township instead of a kind of blue photon like reactor, the 3 other building currently not defined would just be shape with an 'under construction' banner or sign over them. Anyways, still some details to add in those , and LOT of stuff to create for this system. I'll try to write back in this blog next week with new assets and WIP to show. <br />
<br />
                                    Thanks to all for the support, i need some sleep!]]></description>
			<content:encoded><![CDATA[Hello IOU fellowship!<br />
<br />
             Just dropping by to show some art work-in-progress for the new expedition system. I spent the entire week creating assets (and putting a bunch of them to the garbage meanwhile), trying to capture what this system should look like, the ambiance player would feel browsing through buildings and upgrades. <br />
 <br />
           It was quite difficult trying to fit the art-house style, or what their work on such a part of the game would look like, being given the fact i used to draw with big black strokes (even for backgrounds), and that they rather use stroke-free shape and gradients, but i think it's finally leading to something good. <br />
<br />
         In first place i made a concept sketch that looked like the layout2 you can see below, with buildings standing on floating islands with a central node, then i thought it would be nice if the space station would actually be on a deserted planet, something that looked like the moon, having this calm, hermetic and secluded landscape. Then finally we came back to the first version with the islands. <br />
<br />
 Sorry for the small images you have to click on, will do this differently next time, i am just currently too sleepy to upload them correctly and play with those blog options.<br />
<br />
<br />
layout1<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=241" target="_blank" title="">layout1.png</a> (Size: 320.42 KB / Downloads: 1167)
<!-- end: postbit_attachments_attachment --><br />
<br />
layout2<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://iourpg.com/forum/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=243" target="_blank" title="">layout2.png</a> (Size: 231.57 KB / Downloads: 1127)
<!-- end: postbit_attachments_attachment --><br />
<br />
     The central node would probably bee a small township instead of a kind of blue photon like reactor, the 3 other building currently not defined would just be shape with an 'under construction' banner or sign over them. Anyways, still some details to add in those , and LOT of stuff to create for this system. I'll try to write back in this blog next week with new assets and WIP to show. <br />
<br />
                                    Thanks to all for the support, i need some sleep!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 23 :: 2016 :: October]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2307</link>
			<pubDate>Mon, 03 Oct 2016 02:30:24 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2307</guid>
			<description><![CDATA[Hey folks,<br />
<br />
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).<br />
<br />
You can find the details (at least while it still exists) here: <a href="https://discordapp.com/channels/146007387466235905/232206082968256512" target="_blank">https://discordapp.com/channels/14600738...2968256512</a><br />
<br />
<br />
--<br />
<br />
Now while usually the first Dev Blog of the month is a big one, but with the new roadmap release, the Q&amp;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.<br />
<br />
As asked in the Q&amp;A, we have some challenges ready but they may be held for end-game system(s) instead. Here's some shots of those:<br />
<br />
<img src="http://iourpg.com/ss/newch1.png" border="0" alt="[Image: newch1.png]" /><br />
<br />
<img src="http://iourpg.com/ss/newch2.png" border="0" alt="[Image: newch2.png]" /><br />
<br />
<br />
And tons of drafts (some are very early stages, some are nearly complete, and<br />
 some are experimental drafts, such as the splash screen - which is getting some major changes for the next draft):<br />
<img src="http://iourpg.com/ss/oct1.jpg" border="0" alt="[Image: oct1.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct2.jpg" border="0" alt="[Image: oct2.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct3.png" border="0" alt="[Image: oct3.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct4.png" border="0" alt="[Image: oct4.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct5.jpg" border="0" alt="[Image: oct5.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct6.jpg" border="0" alt="[Image: oct6.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct7.jpg" border="0" alt="[Image: oct7.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct9.jpg" border="0" alt="[Image: oct9.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct8.jpg" border="0" alt="[Image: oct8.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct10.png" border="0" alt="[Image: oct10.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct11.png" border="0" alt="[Image: oct11.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct12.jpg" border="0" alt="[Image: oct12.jpg]" /><br />
<br />
<br />
<br />
<br />
<span style="text-decoration: underline;">Final Notes</span><br />
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.<br />
<br />
With utilizing commercial assets as a temporary means, it should suffice to allow us to move forward with the more anticipated features.<br />
<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Hey folks,<br />
<br />
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).<br />
<br />
You can find the details (at least while it still exists) here: <a href="https://discordapp.com/channels/146007387466235905/232206082968256512" target="_blank">https://discordapp.com/channels/14600738...2968256512</a><br />
<br />
<br />
--<br />
<br />
Now while usually the first Dev Blog of the month is a big one, but with the new roadmap release, the Q&amp;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.<br />
<br />
As asked in the Q&amp;A, we have some challenges ready but they may be held for end-game system(s) instead. Here's some shots of those:<br />
<br />
<img src="http://iourpg.com/ss/newch1.png" border="0" alt="[Image: newch1.png]" /><br />
<br />
<img src="http://iourpg.com/ss/newch2.png" border="0" alt="[Image: newch2.png]" /><br />
<br />
<br />
And tons of drafts (some are very early stages, some are nearly complete, and<br />
 some are experimental drafts, such as the splash screen - which is getting some major changes for the next draft):<br />
<img src="http://iourpg.com/ss/oct1.jpg" border="0" alt="[Image: oct1.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct2.jpg" border="0" alt="[Image: oct2.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct3.png" border="0" alt="[Image: oct3.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct4.png" border="0" alt="[Image: oct4.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct5.jpg" border="0" alt="[Image: oct5.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct6.jpg" border="0" alt="[Image: oct6.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct7.jpg" border="0" alt="[Image: oct7.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct9.jpg" border="0" alt="[Image: oct9.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct8.jpg" border="0" alt="[Image: oct8.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/oct10.png" border="0" alt="[Image: oct10.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct11.png" border="0" alt="[Image: oct11.png]" /><br />
<br />
<img src="http://iourpg.com/ss/oct12.jpg" border="0" alt="[Image: oct12.jpg]" /><br />
<br />
<br />
<br />
<br />
<span style="text-decoration: underline;">Final Notes</span><br />
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.<br />
<br />
With utilizing commercial assets as a temporary means, it should suffice to allow us to move forward with the more anticipated features.<br />
<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 23 :: 2016 :: September]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2278</link>
			<pubDate>Mon, 29 Aug 2016 06:13:24 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2278</guid>
			<description><![CDATA[Hey folks,<br />
<br />
I won't be around for the first Sunday of September, so i'll be releasing the full monthly dev blog early.<br />
<br />
We are getting overwhelmed with so many different aspects of development, but it's getting more and more exciting to think about the improvements we can accomplish ahead now.<br />
<br />
We don't have anything overly exciting gameplay-wise with the patch coming this week, but I think our plans ahead are something to look forward to.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">The New UI</span></span><br />
This is being released in the upcoming patch. Please note:: <span style="text-decoration: underline;">THIS IS A FIRST PASS!</span> It is expected that many changes and further improvements (including further complete rehauls to many windows) will occur. Most of the work has been done with a kit by myself, and i'm quite terrible with UI lol. The arthouse will be focusing on each separate window as time passes.<br />
<br />
For example, the <span style="font-weight: bold;">World Select</span> is getting some very early draft work done (This isn't ready nor being included in the upcoming patch yet):<br />
<br />
<img src="http://iourpg.com/ss/worldselect.jpg" border="0" alt="[Image: worldselect.jpg]" /><br />
<br />
<br />
There will probably be some inconsistencies or oversights in some of the first-pass rehauls. Feel free to offer some feedback on second-pass improvements in the meantime <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
We will also be releasing 1 planet of complete rehauled monsters/backgrounds frequently very very soon. I even anticipate the first world release in the next week.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">The bugs/issues</span></span><br />
Pet Arena NO-AP Record - We're aware of this. This should be completely fixed in the patch this week. We have been releasing many resets in the meantime.<br />
<br />
Challenge Lag - We aren't 100% sure what is occurring with this, but we have made some pretty big improvements in the backend, and have some higher scale improvements planned in the next 1-2 months that should resolve an assortment of issues related to challenge lag, and the diminishing quality of rooms over time.<br />
<br />
Party Breaking - There has been some occurrences for parties where they get stuck at loading character data. I think we have caught this issue and it should clean up in the next patch. I appreciate the reports on this as it has helped us locate a couple problems with room shutdowns.<br />
<br />
Offline Gains - This may still be a work in progress. Jay is on this issue, so if you have any helpful information please toss some information his way. A couple issues were fixed, but without a larger scale test group it's difficult to know whether it's fixed or not.<br />
<br />
We will be continuing to look at improving stability in parties and fixing other annoying issues that may have plagued some players for a while now. I truly apologize if you are one of the groups that have been running into the party/offline issues.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Upcoming Patch</span></span><br />
As mentioned, this patch contains a lot of UI change, and it has been a LOT of work. This will be a long-term work-in-progress.<br />
<br />
We have also rebalanced tiny pack trading costs. Please note, we have no plans of allowing the trading of any other pack type...I have seen several mentions of people claiming to be waiting for such a feature, but it isn't something we are looking at.<br />
<br />
Chat - I've added the ability to chat while in a challenge queue to the other players in the queue. We have also implemented a new broadcasting system which should allow for some pretty nifty features in the future. Currently it supports global chat, however we may wait before releasing global chat until mid-september, when I return as to avoid spam and to give us time to implement moderation features.<br />
<br />
Leeching - We turned back a bit in regards to limiting gains, for now, but have worked to fix the ability to go to higher inferno difficulty tiers until you reach level 200.<br />
<br />
We have found and fixed quite a few backend bugs during this patch as well.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Plans Ahead</span></span><br />
We have so many plans ahead, but we are looking at reorganizing some priorities again due to community feedback/complaints.<br />
<br />
<ol type="1">
<li><span style="font-weight: bold;">Fishing</span> - We understand this is a rather annoying daily grind, especially when it fails if you get disconnected to continue fishing. We will be looking at adding internal values to auto-fish, including the ability to auto-fish while performing other tasks within the game.</li>
<li><span style="font-weight: bold;">Cohorts</span> - This may not see the light of day until late September or early Ooctober to give us time to clean up some other features.</li>
<li><span style="font-weight: bold;">Upgrade Map Resets</span> - We are looking at changing the way resets work by allowing codes or purchases of resets to allow you to reset your build as many times as you like for a few hours, as opposed to a single reset. I also understand people want distribution saves for fast switching but this just isn't possible at this time until we work out some compression methods on account data.</li>
<li><span style="font-weight: bold;">Bingo</span> - This was revamped yet again using our new broadcasting system. It's about ready but we felt like we needed to add more rewards to it, and wait until the global chat is working before this feature can be pushed out. While we keep procrastinating its release due to so many changes, I think testing will begin very soon.</li>
<li><span style="font-weight: bold;">Level-up Reward System</span> - This is something we started working on, to make milestones a little more exciting, but it probably won't see itself in testing until later in September, or early October so we can better design this feature.</li>
<li><span style="font-weight: bold;">Trophies</span> - We would like to look at trophies and completely revamp this system as a growing priority. Let us clean up some features and get things rolling...from there we can start pushing this as a high priority and make achievements a lot more fun to work towards again.</li>
<li><span style="font-weight: bold;">Guilds</span> - I'm going to give more information below on this....<br />
</li></ol>
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Guild Plans</span></span><br />
<span style="font-weight: bold;">Guild Beast / Challenges</span> - First off, with the new UI changes with party members listed at the bottom of the screen, and plans to significantly optimize how attacks are handled in larger groups, I think guild challenges are something we can start looking at finally. <br />
<br />
<span style="font-weight: bold;">Guild Buildings</span> - We have a rather insane rehaul planned for buildings.....<br />
In the current system, no matter how many buildings we add, there just is never going to be a way to keep it balanced, or something that is fun to invest into. That being said, here are some of the ideas we're contemplating:<br />
<ul>
<li>Buildings get a level-cap of 100, and further investments start giving other smaller passive bonuses</li>
<li>Investments activate a bonus for everyone in the guild for &lt;x&gt; amount of time, up to 48 hours. Every investment adds 60 minutes to this bonus.</li>
<li>Players who invest get a personal bonus from the building for each investment, to motivate and reward those who perform these investments.</li>
<li>Buildings still to hold passive bonuses (for a smaller amount) based on their level. However continuous investments will activate the global and personal bonuses for even further bonuses.<br />
</li></ul>
Now comes the dirty details:<br />
<ul>
<li>We are looking at refunding everyones stone since the beginning of the game. We have a record of all the stone you ever accumulated. Many players have lost stone from changing guilds, failed investments, etc. This would give players their total stone back to re-invest as they like.</li>
<li>Since the rehaul of buildings is so significant and different, guild building levels would be reset.</li>
<li>This new system would allow for a more robust variation of new buildings in the future, without hard caps</li>
<li>The bank would no longer be necessary (perhaps still an option)<br />
</li></ul>
This is a rather crazy idea, and i'm not sure how the community will take it, but I feel such a rehaul is required to make investments have a purpose in the long-run. The current system became unbalanced, and there's no clean way to truly improve upon the current setup without a clean rehaul.<br />
<br />
We are also thinking about different ways to improve buildings with different resources which would come from expeditions (after that rehaul) to tie in these systems together. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">I would like to see some feedback on this idea in the forum!</span></span><br />
<br />
---<br />
<br />
This is probably the last true development blog for two weeks as a heads up. I'll still be around here and there for discussion, and might have another post in regards to other topics.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Hey folks,<br />
<br />
I won't be around for the first Sunday of September, so i'll be releasing the full monthly dev blog early.<br />
<br />
We are getting overwhelmed with so many different aspects of development, but it's getting more and more exciting to think about the improvements we can accomplish ahead now.<br />
<br />
We don't have anything overly exciting gameplay-wise with the patch coming this week, but I think our plans ahead are something to look forward to.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">The New UI</span></span><br />
This is being released in the upcoming patch. Please note:: <span style="text-decoration: underline;">THIS IS A FIRST PASS!</span> It is expected that many changes and further improvements (including further complete rehauls to many windows) will occur. Most of the work has been done with a kit by myself, and i'm quite terrible with UI lol. The arthouse will be focusing on each separate window as time passes.<br />
<br />
For example, the <span style="font-weight: bold;">World Select</span> is getting some very early draft work done (This isn't ready nor being included in the upcoming patch yet):<br />
<br />
<img src="http://iourpg.com/ss/worldselect.jpg" border="0" alt="[Image: worldselect.jpg]" /><br />
<br />
<br />
There will probably be some inconsistencies or oversights in some of the first-pass rehauls. Feel free to offer some feedback on second-pass improvements in the meantime <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
We will also be releasing 1 planet of complete rehauled monsters/backgrounds frequently very very soon. I even anticipate the first world release in the next week.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">The bugs/issues</span></span><br />
Pet Arena NO-AP Record - We're aware of this. This should be completely fixed in the patch this week. We have been releasing many resets in the meantime.<br />
<br />
Challenge Lag - We aren't 100% sure what is occurring with this, but we have made some pretty big improvements in the backend, and have some higher scale improvements planned in the next 1-2 months that should resolve an assortment of issues related to challenge lag, and the diminishing quality of rooms over time.<br />
<br />
Party Breaking - There has been some occurrences for parties where they get stuck at loading character data. I think we have caught this issue and it should clean up in the next patch. I appreciate the reports on this as it has helped us locate a couple problems with room shutdowns.<br />
<br />
Offline Gains - This may still be a work in progress. Jay is on this issue, so if you have any helpful information please toss some information his way. A couple issues were fixed, but without a larger scale test group it's difficult to know whether it's fixed or not.<br />
<br />
We will be continuing to look at improving stability in parties and fixing other annoying issues that may have plagued some players for a while now. I truly apologize if you are one of the groups that have been running into the party/offline issues.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Upcoming Patch</span></span><br />
As mentioned, this patch contains a lot of UI change, and it has been a LOT of work. This will be a long-term work-in-progress.<br />
<br />
We have also rebalanced tiny pack trading costs. Please note, we have no plans of allowing the trading of any other pack type...I have seen several mentions of people claiming to be waiting for such a feature, but it isn't something we are looking at.<br />
<br />
Chat - I've added the ability to chat while in a challenge queue to the other players in the queue. We have also implemented a new broadcasting system which should allow for some pretty nifty features in the future. Currently it supports global chat, however we may wait before releasing global chat until mid-september, when I return as to avoid spam and to give us time to implement moderation features.<br />
<br />
Leeching - We turned back a bit in regards to limiting gains, for now, but have worked to fix the ability to go to higher inferno difficulty tiers until you reach level 200.<br />
<br />
We have found and fixed quite a few backend bugs during this patch as well.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Plans Ahead</span></span><br />
We have so many plans ahead, but we are looking at reorganizing some priorities again due to community feedback/complaints.<br />
<br />
<ol type="1">
<li><span style="font-weight: bold;">Fishing</span> - We understand this is a rather annoying daily grind, especially when it fails if you get disconnected to continue fishing. We will be looking at adding internal values to auto-fish, including the ability to auto-fish while performing other tasks within the game.</li>
<li><span style="font-weight: bold;">Cohorts</span> - This may not see the light of day until late September or early Ooctober to give us time to clean up some other features.</li>
<li><span style="font-weight: bold;">Upgrade Map Resets</span> - We are looking at changing the way resets work by allowing codes or purchases of resets to allow you to reset your build as many times as you like for a few hours, as opposed to a single reset. I also understand people want distribution saves for fast switching but this just isn't possible at this time until we work out some compression methods on account data.</li>
<li><span style="font-weight: bold;">Bingo</span> - This was revamped yet again using our new broadcasting system. It's about ready but we felt like we needed to add more rewards to it, and wait until the global chat is working before this feature can be pushed out. While we keep procrastinating its release due to so many changes, I think testing will begin very soon.</li>
<li><span style="font-weight: bold;">Level-up Reward System</span> - This is something we started working on, to make milestones a little more exciting, but it probably won't see itself in testing until later in September, or early October so we can better design this feature.</li>
<li><span style="font-weight: bold;">Trophies</span> - We would like to look at trophies and completely revamp this system as a growing priority. Let us clean up some features and get things rolling...from there we can start pushing this as a high priority and make achievements a lot more fun to work towards again.</li>
<li><span style="font-weight: bold;">Guilds</span> - I'm going to give more information below on this....<br />
</li></ol>
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Guild Plans</span></span><br />
<span style="font-weight: bold;">Guild Beast / Challenges</span> - First off, with the new UI changes with party members listed at the bottom of the screen, and plans to significantly optimize how attacks are handled in larger groups, I think guild challenges are something we can start looking at finally. <br />
<br />
<span style="font-weight: bold;">Guild Buildings</span> - We have a rather insane rehaul planned for buildings.....<br />
In the current system, no matter how many buildings we add, there just is never going to be a way to keep it balanced, or something that is fun to invest into. That being said, here are some of the ideas we're contemplating:<br />
<ul>
<li>Buildings get a level-cap of 100, and further investments start giving other smaller passive bonuses</li>
<li>Investments activate a bonus for everyone in the guild for &lt;x&gt; amount of time, up to 48 hours. Every investment adds 60 minutes to this bonus.</li>
<li>Players who invest get a personal bonus from the building for each investment, to motivate and reward those who perform these investments.</li>
<li>Buildings still to hold passive bonuses (for a smaller amount) based on their level. However continuous investments will activate the global and personal bonuses for even further bonuses.<br />
</li></ul>
Now comes the dirty details:<br />
<ul>
<li>We are looking at refunding everyones stone since the beginning of the game. We have a record of all the stone you ever accumulated. Many players have lost stone from changing guilds, failed investments, etc. This would give players their total stone back to re-invest as they like.</li>
<li>Since the rehaul of buildings is so significant and different, guild building levels would be reset.</li>
<li>This new system would allow for a more robust variation of new buildings in the future, without hard caps</li>
<li>The bank would no longer be necessary (perhaps still an option)<br />
</li></ul>
This is a rather crazy idea, and i'm not sure how the community will take it, but I feel such a rehaul is required to make investments have a purpose in the long-run. The current system became unbalanced, and there's no clean way to truly improve upon the current setup without a clean rehaul.<br />
<br />
We are also thinking about different ways to improve buildings with different resources which would come from expeditions (after that rehaul) to tie in these systems together. <br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">I would like to see some feedback on this idea in the forum!</span></span><br />
<br />
---<br />
<br />
This is probably the last true development blog for two weeks as a heads up. I'll still be around here and there for discussion, and might have another post in regards to other topics.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 22 :: 2016 :: August]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2252</link>
			<pubDate>Sun, 07 Aug 2016 16:35:57 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2252</guid>
			<description><![CDATA[<del>Winter is Coming</del> Summer is really flying by here...but we have some things coming up!<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">UI &amp; Asset Rehaul</span></span><br />
The art for the backgrounds/monsters has really been taking a long time, but the quality I think speaks for itself....<br />
<br />
<br />
Final Stages for these:<br />
<img src="http://iourpg.com/ss/augblog_2.jpg" border="0" alt="[Image: augblog_2.jpg]" /><br />
<br />
<br />
Almost Final Stages:<br />
<img src="http://iourpg.com/ss/augblog_3.jpg" border="0" alt="[Image: augblog_3.jpg]" /><br />
<br />
Draft Stage:<br />
<img src="http://iourpg.com/ss/augblog_4.png" border="0" alt="[Image: augblog_4.png]" /><br />
<br />
<br />
<br />
Here's a sample of the beta production:<br />
<img src="http://iourpg.com/ss/augblog_5.jpg" width="456" height="320" border="0" alt="[Image: augblog_5.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/augblog_6.jpg" width="456" height="320" border="0" alt="[Image: augblog_6.jpg]" /><br />
<br />
<span style="text-decoration: underline;">UI Rehaul</span><br />
Finally getting some acceleration in terms of swapping out many of the windows with the new UI style. Consider the new windows to be a first phase, as i'll be getting the artist to clean them up (I'm doing them with a UI kit for now). I expect that we'll have most of the new UI done by September.<br />
<br />
We're looking at bringing chat back but i'll be waiting for the arthouse to come up with a clean design for that. I've come up with a draft idea that I think is ideal. I'm excited for this as it would bring global chat to the game and make things feel a little more lively for those not on Kong or unaware of the Discord Community.<br />
<br />
<img src="http://iourpg.com/ss/augblog_1.png" border="0" alt="[Image: augblog_1.png]" /><br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Lineage System</span></span><br />
We are probably going to have this enabled in testing next week. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Central Node System</span></span><br />
We designed a central node system a little while back but haven't had a chance to really jump on it. The central node system features those big central nodes, being an alternative upgrade system using a new currency that will be added into the game for upgrading entire branches within the upgrade map. I'm aiming to have testing for this next week as well.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Bingo</span></span><br />
We have had a couple hiccups in draft setups for this system that required changing the way everything worked in it....switching the bingo games from being server-based, to session-based, now to being a global game that is procedurally generated for little to no moderation required on our end. We have some cool rewarding ideas to go with Bingo coming up. No ETA, but as testers have seen there is already an icon in the battle window which we've used for minor testing, so it is definitely moving along <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">New Event</span></span><br />
Jay really wanted to do a more strategical event this time around but at the last second I felt a switch turn on about going a retro-rpg route. I don't have much to spoil as it's quite a toss-up right now between ideas. I am expecting a very new event, and new gameplay style for said event next month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Expedition Rehaul</span></span><br />
People are asking about this every day, and all I can say is we have some great ideas backing it, just stay tuned please.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing</span></span><br />
We know about the issues pertaining to the costs for upgrades. We will be looking at balancing the later costs this month as well. Sorry for the delays on that!<br />
Also - Fish Horn addition has been delayed. End of the month or mid next month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Leeching</span></span><br />
I understand the want by the community for this, and I even support to it a (very) minor degree. However we are looking at ways to diminish such crazy gains early on (130-250) from being carried so quickly. I still intend to support higher gains if you want to carry friends/guildmates, but not at the current pace it is occurring.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Vacation</span></span><br />
I'm quite burnt out from everything (not just IOU, just this crazy, ridiculous MURPHY'S LAW year). I haven't had a vacation in years and wake up every single morning to work or some kind of drama (again, not just IOU) before I even get a chance at a coffee. I'm looking forward to waking up and just having a coffee, going outside and then realizing i'm very hung over.<br />
<br />
Regardless of the time I spend developing IOU, I feel like my efficiency has diminished, and I allocate a lot of that to the fact that I haven't had a chance to clear my brain cache in a long time.<br />
<br />
That being said i'll be taking a vacation between <span style="font-weight: bold;">September 5-11th</span> (just a quick week) for a good reset.<br />
<br />
I have a feeling i'll be a hell of a lot more efficient after my sun-burnt return, especially with all the major systems, rehaul, publishing, etc this year.<br />
<br />
During the time I am gone, the rest of the team should be prepared to keep things in check.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Other Things</span></span><br />
There's a lot more I want to get into, but this is it for now. Lets get through the next week and catch up on more for the next blog.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[<del>Winter is Coming</del> Summer is really flying by here...but we have some things coming up!<br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">UI &amp; Asset Rehaul</span></span><br />
The art for the backgrounds/monsters has really been taking a long time, but the quality I think speaks for itself....<br />
<br />
<br />
Final Stages for these:<br />
<img src="http://iourpg.com/ss/augblog_2.jpg" border="0" alt="[Image: augblog_2.jpg]" /><br />
<br />
<br />
Almost Final Stages:<br />
<img src="http://iourpg.com/ss/augblog_3.jpg" border="0" alt="[Image: augblog_3.jpg]" /><br />
<br />
Draft Stage:<br />
<img src="http://iourpg.com/ss/augblog_4.png" border="0" alt="[Image: augblog_4.png]" /><br />
<br />
<br />
<br />
Here's a sample of the beta production:<br />
<img src="http://iourpg.com/ss/augblog_5.jpg" width="456" height="320" border="0" alt="[Image: augblog_5.jpg]" /><br />
<br />
<img src="http://iourpg.com/ss/augblog_6.jpg" width="456" height="320" border="0" alt="[Image: augblog_6.jpg]" /><br />
<br />
<span style="text-decoration: underline;">UI Rehaul</span><br />
Finally getting some acceleration in terms of swapping out many of the windows with the new UI style. Consider the new windows to be a first phase, as i'll be getting the artist to clean them up (I'm doing them with a UI kit for now). I expect that we'll have most of the new UI done by September.<br />
<br />
We're looking at bringing chat back but i'll be waiting for the arthouse to come up with a clean design for that. I've come up with a draft idea that I think is ideal. I'm excited for this as it would bring global chat to the game and make things feel a little more lively for those not on Kong or unaware of the Discord Community.<br />
<br />
<img src="http://iourpg.com/ss/augblog_1.png" border="0" alt="[Image: augblog_1.png]" /><br />
<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Lineage System</span></span><br />
We are probably going to have this enabled in testing next week. <br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Central Node System</span></span><br />
We designed a central node system a little while back but haven't had a chance to really jump on it. The central node system features those big central nodes, being an alternative upgrade system using a new currency that will be added into the game for upgrading entire branches within the upgrade map. I'm aiming to have testing for this next week as well.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Bingo</span></span><br />
We have had a couple hiccups in draft setups for this system that required changing the way everything worked in it....switching the bingo games from being server-based, to session-based, now to being a global game that is procedurally generated for little to no moderation required on our end. We have some cool rewarding ideas to go with Bingo coming up. No ETA, but as testers have seen there is already an icon in the battle window which we've used for minor testing, so it is definitely moving along <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">New Event</span></span><br />
Jay really wanted to do a more strategical event this time around but at the last second I felt a switch turn on about going a retro-rpg route. I don't have much to spoil as it's quite a toss-up right now between ideas. I am expecting a very new event, and new gameplay style for said event next month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Expedition Rehaul</span></span><br />
People are asking about this every day, and all I can say is we have some great ideas backing it, just stay tuned please.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Fishing</span></span><br />
We know about the issues pertaining to the costs for upgrades. We will be looking at balancing the later costs this month as well. Sorry for the delays on that!<br />
Also - Fish Horn addition has been delayed. End of the month or mid next month.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Leeching</span></span><br />
I understand the want by the community for this, and I even support to it a (very) minor degree. However we are looking at ways to diminish such crazy gains early on (130-250) from being carried so quickly. I still intend to support higher gains if you want to carry friends/guildmates, but not at the current pace it is occurring.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Vacation</span></span><br />
I'm quite burnt out from everything (not just IOU, just this crazy, ridiculous MURPHY'S LAW year). I haven't had a vacation in years and wake up every single morning to work or some kind of drama (again, not just IOU) before I even get a chance at a coffee. I'm looking forward to waking up and just having a coffee, going outside and then realizing i'm very hung over.<br />
<br />
Regardless of the time I spend developing IOU, I feel like my efficiency has diminished, and I allocate a lot of that to the fact that I haven't had a chance to clear my brain cache in a long time.<br />
<br />
That being said i'll be taking a vacation between <span style="font-weight: bold;">September 5-11th</span> (just a quick week) for a good reset.<br />
<br />
I have a feeling i'll be a hell of a lot more efficient after my sun-burnt return, especially with all the major systems, rehaul, publishing, etc this year.<br />
<br />
During the time I am gone, the rest of the team should be prepared to keep things in check.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Other Things</span></span><br />
There's a lot more I want to get into, but this is it for now. Lets get through the next week and catch up on more for the next blog.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 21 :: 2016 :: July]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2207</link>
			<pubDate>Mon, 11 Jul 2016 18:58:49 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2207</guid>
			<description><![CDATA[Hi Guys....<br />
<br />
Sorry for the late dev blog post for this month.<br />
<br />
Listat had a nice Q&amp;A, and one of the questions was regarding our updating the community on what is going on. Since things are always so chaotic here it tends to be hard to hold consistency but we are going to try:<br />
<br />
<span style="font-weight: bold;">-1 major monthly Blog Post (This one)</span><br />
and<br />
<span style="font-weight: bold;">-Weekly dev blog posts on Sunday</span><br />
<br />
-----------------------<br />
<br />
Lets get started on what we are doing, how things are going, and the direction we are headed in.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Monthly Events</span></span><br />
-We will be working on more permanent setups to events, with far more testing involved. We still need to design a few events to ensure we have 12 unique monthly events, but i'm looking forward to finishing those and being able to work on more fun activities like events.<br />
<br />
-August's event will be the Invasion Event (rehash). For those that did not enjoy this event last time, don't worry, it's being simplified and will not allow or require playing the same levels 400 times.<br />
<br />
-We will be looking at a way to improve how Event Points work soon for newer players, or long-term players who may have missed out on prior events, without diminishing the value for those who have been around since the beginning of IOU.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event is out, so....what are you working on?</span></span><br />
We are taking ~2 week break from jumping into some massive system. We needed a break away from creating new monstrocities to go back to the drawing board and start fixing some long-term issues/oversights. I think some of you will be excited for these changes <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="text-decoration: underline;">Just a few to name that are already in the works or completed:</span><br />
<ol type="1">
<li>Ability to force start challenges without required amount of players (Part of recent Q&amp;A by listat - sorry for the delay on this)</li>
<li>New top rank system that allows you to see your overall rank and those around you, even beyond the top 200. New cohorts to be added with potential new rewards</li>
<li>Ghosting - If a member logs off while in your party, or goes into a challenge, they will go into ghosted mode, and continue attacking just as if they were online</li>
<li>Online Gains vs Offline Gains - <span style="font-weight: bold;">Kill-based rewards are coming back!</span> I have never been satisfied with the online gains setup since the offline gains system change, and we have some great ideas to ensure the positive portions about online gains vs offline gains remains, while ridding you all of the ugly confusing timer-based gains. </li>
<li>Quicker server maintenances &amp; update publishing<br />
</li></ol>
<span style="text-decoration: underline;">Other things about to be worked on in the next week:</span><br />
<ol type="1">
<li>Invasion Event (private testing)</li>
<li>Bingo</li>
<li>Server stability issues</li>
<li>Client-tracking of failed loads, stuck on Loading Character Data - auto-retry system</li>
<li>Ability to change your password (iourpg.com users)</li>
<li>Ability to trade your tiny packs for larger packs</li>
<li>Option for purchase confirmation<br />
</li></ol>
<br />
<img src="http://iourpg.com/ss/andthen.jpg" border="0" alt="[Image: andthen.jpg]" /><br />
<br />
And then...<br />
<ul>
<li>We have been talking about a new system similar to the Support System, but based on amount of days played instead of how many diamonds you have accumulated. This system will stack.</li>
<li>A new challenge this month</li>
<li>A brand new event game design for September</li>
<li>New expedition &amp; PvP system design<br />
</li></ul>
<br />
July 20th is the date i'm looking at starting to prep all development into the new expedition &amp; pvp system. <br />
<br />
There's plenty more going on behind the scenes (I think a brain gasket blew recently) , so hopefully I can fill in more details on our weekly Sunday blog posts.<br />
<br />
Cheers,<br />
Ray]]></description>
			<content:encoded><![CDATA[Hi Guys....<br />
<br />
Sorry for the late dev blog post for this month.<br />
<br />
Listat had a nice Q&amp;A, and one of the questions was regarding our updating the community on what is going on. Since things are always so chaotic here it tends to be hard to hold consistency but we are going to try:<br />
<br />
<span style="font-weight: bold;">-1 major monthly Blog Post (This one)</span><br />
and<br />
<span style="font-weight: bold;">-Weekly dev blog posts on Sunday</span><br />
<br />
-----------------------<br />
<br />
Lets get started on what we are doing, how things are going, and the direction we are headed in.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Monthly Events</span></span><br />
-We will be working on more permanent setups to events, with far more testing involved. We still need to design a few events to ensure we have 12 unique monthly events, but i'm looking forward to finishing those and being able to work on more fun activities like events.<br />
<br />
-August's event will be the Invasion Event (rehash). For those that did not enjoy this event last time, don't worry, it's being simplified and will not allow or require playing the same levels 400 times.<br />
<br />
-We will be looking at a way to improve how Event Points work soon for newer players, or long-term players who may have missed out on prior events, without diminishing the value for those who have been around since the beginning of IOU.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Event is out, so....what are you working on?</span></span><br />
We are taking ~2 week break from jumping into some massive system. We needed a break away from creating new monstrocities to go back to the drawing board and start fixing some long-term issues/oversights. I think some of you will be excited for these changes <img src="https://iourpg.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /><br />
<br />
<span style="text-decoration: underline;">Just a few to name that are already in the works or completed:</span><br />
<ol type="1">
<li>Ability to force start challenges without required amount of players (Part of recent Q&amp;A by listat - sorry for the delay on this)</li>
<li>New top rank system that allows you to see your overall rank and those around you, even beyond the top 200. New cohorts to be added with potential new rewards</li>
<li>Ghosting - If a member logs off while in your party, or goes into a challenge, they will go into ghosted mode, and continue attacking just as if they were online</li>
<li>Online Gains vs Offline Gains - <span style="font-weight: bold;">Kill-based rewards are coming back!</span> I have never been satisfied with the online gains setup since the offline gains system change, and we have some great ideas to ensure the positive portions about online gains vs offline gains remains, while ridding you all of the ugly confusing timer-based gains. </li>
<li>Quicker server maintenances &amp; update publishing<br />
</li></ol>
<span style="text-decoration: underline;">Other things about to be worked on in the next week:</span><br />
<ol type="1">
<li>Invasion Event (private testing)</li>
<li>Bingo</li>
<li>Server stability issues</li>
<li>Client-tracking of failed loads, stuck on Loading Character Data - auto-retry system</li>
<li>Ability to change your password (iourpg.com users)</li>
<li>Ability to trade your tiny packs for larger packs</li>
<li>Option for purchase confirmation<br />
</li></ol>
<br />
<img src="http://iourpg.com/ss/andthen.jpg" border="0" alt="[Image: andthen.jpg]" /><br />
<br />
And then...<br />
<ul>
<li>We have been talking about a new system similar to the Support System, but based on amount of days played instead of how many diamonds you have accumulated. This system will stack.</li>
<li>A new challenge this month</li>
<li>A brand new event game design for September</li>
<li>New expedition &amp; PvP system design<br />
</li></ul>
<br />
July 20th is the date i'm looking at starting to prep all development into the new expedition &amp; pvp system. <br />
<br />
There's plenty more going on behind the scenes (I think a brain gasket blew recently) , so hopefully I can fill in more details on our weekly Sunday blog posts.<br />
<br />
Cheers,<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 20 :: 2016 :: June]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2139</link>
			<pubDate>Fri, 03 Jun 2016 03:06:03 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2139</guid>
			<description><![CDATA[Hey Folks,<br />
<br />
<br />
Feels like New Years was yesterday....this year is flying by...<br />
<br />
I feel like things have been on much better track now since the migration was completed (and most issues from it fixed). We still have a list of bugs/QoL to work on, but more importantly the major pet rehaul.<br />
<br />
Every update this year has felt incredibly rushed and hasn't been what most people envision 'game development' is about - stressful. But on a better note (for my own health, and for IOU in general) we have realigned the track and are moving forward on the bigger systems.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: large;">Upcoming:</span></span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: medium;">Pet Rehaul</span></span><br />
-Pet arena rollover with rebalanced difficulty system (opponent 31+, 31 will be opponent 1 again but with opponent 31 difficulty, for example - similar to series challenge)<br />
-5 new pet tiers (with 5 more planned, at least)<br />
-Major rebalance on pets<br />
-Upgrade map with a TON of potential upgrades via Pet Points. The existing PP shop will be removed and PP will be refunded for the new system. There will be a few exciting paths to take in the upgrade map, even new passive pet abilities, and tiers of pets will have a more impressive purpose, as will performing the daily pet arena.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> Hoping to be pretty much done and set for testing mid-late next week. I'm taking my sweet time on the public release of this simply because instead of releasing parts slowly, we'll be releasing the full package all at once.<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: medium;">Clean Energy Event</span></span><br />
I'll never understand the hype on this event, but since we definitely don't have time to write a full event-game for this month, I intend on recycling the Clean Energy Event, except i'll also be looking to change it up a bit more, as from my understanding of this event, was that it just motivated scripting since it was an upgrade &amp; wait event. What the changes will be and how much will be changed will depend on the release of the major pet expansion, as the event will be released shortly after.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> 20th-30th. Impossible to tell at this point.<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;">More Playerbase?</span></span><br />
After the promo on Kongregate we appear to have secured an astonishing +30% increase in the already sizable user-base.<br />
<br />
However, Kongregate has been working with another medium-sized publisher to push IOU on. Not sure what to expect, as this wasn't on any of the major portals we have planned after UI and other updates are complete, but a sizable increase in the player-base is expected. In the efforts to prepare for other portal preparations has lead us to integrating XSolla, a new payment provider that can go as far as accept a subway card (along with paypal and all the others), so that might be a plus for iourpg.com players who have their limitations with Paypal when we move everything over to them.<br />
<br />
In any case, no development direction will be changed or guided differently from new publishing.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> Before the 10th<br />
<br />
<br />
<br />
I know people are heavily concerned about the expedition expansion &amp; new gameplay mode into the ships/pvp. I have plans that i'm excited to get moving forward on for that, but I doubt we'll see progress on that until the beginning of July.<br />
<br />
<br />
That's all i've got for now!<br />
Ray]]></description>
			<content:encoded><![CDATA[Hey Folks,<br />
<br />
<br />
Feels like New Years was yesterday....this year is flying by...<br />
<br />
I feel like things have been on much better track now since the migration was completed (and most issues from it fixed). We still have a list of bugs/QoL to work on, but more importantly the major pet rehaul.<br />
<br />
Every update this year has felt incredibly rushed and hasn't been what most people envision 'game development' is about - stressful. But on a better note (for my own health, and for IOU in general) we have realigned the track and are moving forward on the bigger systems.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: large;">Upcoming:</span></span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: medium;">Pet Rehaul</span></span><br />
-Pet arena rollover with rebalanced difficulty system (opponent 31+, 31 will be opponent 1 again but with opponent 31 difficulty, for example - similar to series challenge)<br />
-5 new pet tiers (with 5 more planned, at least)<br />
-Major rebalance on pets<br />
-Upgrade map with a TON of potential upgrades via Pet Points. The existing PP shop will be removed and PP will be refunded for the new system. There will be a few exciting paths to take in the upgrade map, even new passive pet abilities, and tiers of pets will have a more impressive purpose, as will performing the daily pet arena.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> Hoping to be pretty much done and set for testing mid-late next week. I'm taking my sweet time on the public release of this simply because instead of releasing parts slowly, we'll be releasing the full package all at once.<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: medium;">Clean Energy Event</span></span><br />
I'll never understand the hype on this event, but since we definitely don't have time to write a full event-game for this month, I intend on recycling the Clean Energy Event, except i'll also be looking to change it up a bit more, as from my understanding of this event, was that it just motivated scripting since it was an upgrade &amp; wait event. What the changes will be and how much will be changed will depend on the release of the major pet expansion, as the event will be released shortly after.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> 20th-30th. Impossible to tell at this point.<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;">More Playerbase?</span></span><br />
After the promo on Kongregate we appear to have secured an astonishing +30% increase in the already sizable user-base.<br />
<br />
However, Kongregate has been working with another medium-sized publisher to push IOU on. Not sure what to expect, as this wasn't on any of the major portals we have planned after UI and other updates are complete, but a sizable increase in the player-base is expected. In the efforts to prepare for other portal preparations has lead us to integrating XSolla, a new payment provider that can go as far as accept a subway card (along with paypal and all the others), so that might be a plus for iourpg.com players who have their limitations with Paypal when we move everything over to them.<br />
<br />
In any case, no development direction will be changed or guided differently from new publishing.<br />
<br />
<span style="font-weight: bold;">---Expected date of release:</span> Before the 10th<br />
<br />
<br />
<br />
I know people are heavily concerned about the expedition expansion &amp; new gameplay mode into the ships/pvp. I have plans that i'm excited to get moving forward on for that, but I doubt we'll see progress on that until the beginning of July.<br />
<br />
<br />
That's all i've got for now!<br />
Ray]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dev Diary 19 :: 2016 :: May]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2090</link>
			<pubDate>Mon, 02 May 2016 14:06:39 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2090</guid>
			<description><![CDATA[Hello May.<br />
<br />
I'm sure you have all noticed how quiet it has become with me avoiding the front lines.<br />
<br />
There has been far too much work (both in and out of the game) for me to jump into a whole lot of communications lately, but i'll go ahead and share the IOU portion of the madness.<br />
<br />
<span style="font-weight: bold;">Migration</span><br />
This is next to complete, however we just need to fix some minor kinks and speed up the migration process to diminish the downtime caused by it. We've cleaned up many of the most severe issues (rollbacks / stuck loading character screen) with this, and just have data migration-created bugs to clean up at this point.<br />
<br />
<span style="font-weight: bold;">Publishing</span><br />
Further publishing is upcoming and some changes have had to be made to ensure this is possible.<br />
<br />
<span style="font-weight: bold;">UI Restructure</span><br />
I have been working with the arthouse on improving the interface, among follow ups with the design changes with monsters and other assets.<br />
<br />
<img src="http://iourpg.com/ss/32.jpg" border="0" alt="[Image: 32.jpg]" /><br />
<br />
<br />
Plenty of work ahead on that, and we likely won't see the new UI in action for a couple months, but it's heavily in the works.<br />
<br />
<span style="font-weight: bold;">Offline Gains (Well, online too)</span><br />
We're moving forward with this in the test server today. I'm thinking a simple presentation on XP and GOLD per minute will suffice for now as it gets tweaked in the coming weeks.<br />
<br />
<img src="http://iourpg.com/ss/xppm.png" border="0" alt="[Image: xppm.png]" /><br />
<br />
<span style="font-weight: bold;">Upgrade Map</span><br />
It's hard to show its current state right now since the map is just so gigantic, and zoom in/out feature isn't implemented yet. It's nearing a higher focus once migration is complete.<br />
<br />
<span style="font-weight: bold;">Fishing</span><br />
A lot of people have shared their excitement in this system while not yet having much to go off. So here's some of the design assets (by Isael). I'm pretty excited myself for this system:<br />
<br />
<img src="http://iourpg.com/ss/upcoming.jpg" border="0" alt="[Image: upcoming.jpg]" /><br />
<br />
<br />
<br />
<br />
So I apologize for not being on the front-lines as much, but there's just an incredible amount going on that I personally feel needs more attention to avoid further delays.<br />
<br />
<br />
Ray]]></description>
			<content:encoded><![CDATA[Hello May.<br />
<br />
I'm sure you have all noticed how quiet it has become with me avoiding the front lines.<br />
<br />
There has been far too much work (both in and out of the game) for me to jump into a whole lot of communications lately, but i'll go ahead and share the IOU portion of the madness.<br />
<br />
<span style="font-weight: bold;">Migration</span><br />
This is next to complete, however we just need to fix some minor kinks and speed up the migration process to diminish the downtime caused by it. We've cleaned up many of the most severe issues (rollbacks / stuck loading character screen) with this, and just have data migration-created bugs to clean up at this point.<br />
<br />
<span style="font-weight: bold;">Publishing</span><br />
Further publishing is upcoming and some changes have had to be made to ensure this is possible.<br />
<br />
<span style="font-weight: bold;">UI Restructure</span><br />
I have been working with the arthouse on improving the interface, among follow ups with the design changes with monsters and other assets.<br />
<br />
<img src="http://iourpg.com/ss/32.jpg" border="0" alt="[Image: 32.jpg]" /><br />
<br />
<br />
Plenty of work ahead on that, and we likely won't see the new UI in action for a couple months, but it's heavily in the works.<br />
<br />
<span style="font-weight: bold;">Offline Gains (Well, online too)</span><br />
We're moving forward with this in the test server today. I'm thinking a simple presentation on XP and GOLD per minute will suffice for now as it gets tweaked in the coming weeks.<br />
<br />
<img src="http://iourpg.com/ss/xppm.png" border="0" alt="[Image: xppm.png]" /><br />
<br />
<span style="font-weight: bold;">Upgrade Map</span><br />
It's hard to show its current state right now since the map is just so gigantic, and zoom in/out feature isn't implemented yet. It's nearing a higher focus once migration is complete.<br />
<br />
<span style="font-weight: bold;">Fishing</span><br />
A lot of people have shared their excitement in this system while not yet having much to go off. So here's some of the design assets (by Isael). I'm pretty excited myself for this system:<br />
<br />
<img src="http://iourpg.com/ss/upcoming.jpg" border="0" alt="[Image: upcoming.jpg]" /><br />
<br />
<br />
<br />
<br />
So I apologize for not being on the front-lines as much, but there's just an incredible amount going on that I personally feel needs more attention to avoid further delays.<br />
<br />
<br />
Ray]]></content:encoded>
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