Saturday, January 23, 2016

Currency and Vendors LIVE

Vendors and currecny are LIVE.
First two vendors are in Malkav and Lomenia at approximate coordinates -1430, 3660 for Malkav and 1430, 3660 for Lomenia both inside a cantina (Android NPC).
Tomorrow we'll squash any new bugs and work on the "buy" function and window as well so players can choose to browse and buy the things other players have sold to the vendors.
Right now the value of any item is determined by it's Overall Quality. For resource containers and stackable items, it's first determined by it's Overall Quality and second by it's quantity against the maximum such as 10,000 for resource containers.
100% of this is subject to repeated and extreme modification as time and testing occur, but essentially, all your horders have more than likely 24 hours or less to start building up them cash reserves before maintenance goes live and you have to start putting money into those structures to keep them alive. ;)
Bodies should also be lootable of their monies by clicking the "take all" button near the credits section.
Additional new trees and flowers have been added to the game world in Malkav, with new additions planned for the Akkhera border and also Lomenia tomorrow.
Additionally color toning and depth have also been tweaked, so give us some feedback, how do you like the look of the game now?


Wednesday, January 20, 2016

January 18th Patch Notes

01/18/2016

Items dropped in the world or those disconnected from a destroyed hopper (i.e. without an owner) will get auto-decayed after 30 minutes.

Server optimizations: removed non-essential properties, making sure inventories get deleted when destroying hoppers or deleting characters; attempting to reconnect server peers automatically on non-managed disconnects etc.

Cannot start harvester, generator, factory, or power grid without an owner (must be placed, can't be dropped).


01/17/2016

Ferrocrete Containers now require 100 units of any Inorganic resource, but also now contain 1000 units of ferrocrete per container!
All Resource Containers now carry up to 10,000 units!
All resources are now able to be combined into stacks! Be forewarned though; when stacked, all resource stats will be averaged between them.
DMHDG “Healing Gun” now requires only Novice Medic so that synthetic players can accrue medical experience to advance their Medic career.
Novice Scouts now gain general crafting and surveying tools.
Novice Scouts can now craft large log platforms and walls for creating huge wooden forts and fortifications!
Green “healing effects” from the DMHDG now ♥♥♥♥ off like they should and no longer persist infinitely in the world.
Derelict and abandoned structures will likely be obliterated by GMs in an attempt to lessen the server strain during this week’s upgrade process.

01/15/2016

Added options for volumetric light, film grain, bloom, and color correction (these can now be enabled or disabled).
Minor optimizations to speed entering the game world.


01/14/2016

Added campfires.
Structures start degrading when their condition drops below 50% (and eventually get destroyed).
Added the ability to equip the medic gun and heal others with it (only humans and Ennies).


01/13/2016

[SERVER]

Retroactively setting the max health for already created characters according to species.

Made sure people won't be able to heal themselves for more than their max health (and if they already did, it will be fixed by the above mentioned addition).

Hack prevention: people cannot loot items from more than 12 meters away (beyond that there is not radial menu on the body).

Displaying chat message when there are no generators or powerable structures in the radius of a power grid (none that are compatible).

Displaying the owner of a structure in the permissions panel.

Fixed an issue with power grids loading their data wrong.

When transferring persona, the player’s inventory stays with the discarded chassis and he gets the inventory of the chassis he has transferred to (note: anybody can loot chassis’ dropped in the world).

When a synthetic dies, his current chassis gets discarded and the default Android chassis will be granted to him (he will respawn in the Android chassis).

[CLIENT]

Synthetics should be fully-able to transfer between all available synthetic bodies.
Inventory items should stay on the exited chassis as they were intended to do.
New grid terminal should now be able to be used by anyone on their admin list even if they aren't the owner.
Over 20 new items added to the game world for crafting including our first Omicron items!
See post history

Monday, January 4, 2016

The Fall of Gaming Yelp Reviewers and The Rise of Synthetics

Officially waiting on Valve to press their magic button and make us live. Many thanks to everyone who helped us get to this point! Which brings me to our first point of the day:

The "gaming yelp reviewer bullshit" has got to stop. We get way too many requests every single day from people offering to give us a good review on steam in exchange for free game keys. What's worse, is that a lot of these all follow the same format of, "Hey, I'm a person who reviews games on youtube", or "I'm a guy who streams and i have a shitload of followers". The more mild of these are simply "If you give me something for free, I'll say your product is good", whereas I've woken up more than a handful of times to "You ignored my request, prepare for a bad review!" And these are people with thousands of followers who are looked at as if they are the source of some "real" review going on somewhere.

Therefore, and furthermore, any requests made to Stained Glass Llama for the intention of getting free keys will be summarily ignored. Any "repeat" requests, threats, or offers from so-called "reputable" reviewers, streamers, whoemever, offering a favorable review in exchange for free stuff will go on a nice little list that I'm building up of "sources you trust for reviews which offered to give me a blanket good one in exchange for free stuff," to be dispensed to your own community if and when I feel like it, assholes.

If everyone who has asked for a free key in the last two weeks had contributed to our IndieGoGo, not only would it have not failed but the game would be substantially more complete right now, so our loyalty and willingness to "do favors" extends entirely to those who actually helped us get where we are, both in the past, present, and future. You buy the game = We give substantial shits about your well being and will aspire to do everything in our power to reward your generosity. Those are our people; Not the legions of wannabe PewDiePies who feel 1,100 subscribers makes you an authority in anything.

There. Now that we've gotten that ugliness out of the way, some good news!

Yes, the game is completely submitted to Steam and waiting on some form of final approval. Honestly, we were simply unaware that despite already being approved, there was a second review process before you choose to launch, primarily because we all know how many Unit-Z copies somehow got rubber stamped through the process, but we're confident it's merely a matter of waiting on someone to look at their screen and click the mouse. Bummed as we are that this prevented us from actually launching January 1st like we'd planned, it did give us an extra couple days to get more work done, which results in some pretty cool advancements.

The game world is so new it still has that new car smell. The entire terrain was reconfigured to reflect a whole new topology; Notably, Malkav and Lomenia now border on one another, allowing us to transition from jungle to temperate biomes in the 3200m border between.
In the southwest, Malkav borders on Akkhera, allowing us to transition from temperate (Pacific Norwest) to a midway state (Colorado) before arriving at the desert (Pacific Southwest). The final region, Anduine (The big red area) is undeveloped and will continue to be so until I'm satisfied that the other three regions look good enough, so don't waste your time walking out there. If you spend 10 hours walking to Anduine, find nothing there, then expect us to "teleport" you back to semi-civilizations, you're going to be let down.
It's all work-in-progress so have an open mind.

Biomes:

All regions in the game world are named after individual continents that exist but are currently inaccessible due to floating point issues inherent in all game engines that have ever existed. There are ways of getting around it, but again, we're two people and it's going to have to get tackled once we can afford it.

Lomenia resides in the Northeast quadrant of the game world. It's intended to be a sort of jungle/rainforest style biome with large vined trees and very little truly flat ground. Like all four regions, it has a beach on two sides. It's home to the largest diveristy of life Rook has (when they're working properly) Including "raptors", "stalkers", and is home to the first of two species of Ennie and Lyra; A very small and dextrous catlike species.

Malkav resides in the Northwest quadrant and is representative of the pacific northwest USA; Temperate. Malkav, and it's borders with Akkhera and Lomenia are dense but have large enough open land to allow much larger herbivorous life forms to roam freely such as the huge Grontos (the large creatures seen briefly in the last video) and a yet unamed species we're simply calling "chargers" for now because of their method of attack. The denser parts of Malkav, such as its border with Lomenia also support Lyra and Stalkers, so watch your ass if you settle there.

Akkhera is Rooks desert, occupying the southwest quadrant of the game world, bordering on Malkav to the north. You'll find nothing there but bones, sand, the occasional giant sand worm or reptile, desolation, and the best concentrations of solid and liquid petrochemical in the game world. Some people like open space, so there you go.

Anduine resides in the southeast part of the world, and will be announced at a later date. While our other biomes are design to be "somewhat alien yet familiar", Anduine will be "almost entirely alien".

And onto Synthetics:

Synthetics are almost entirely working now. Before, you couldn't even try to create one without it bugging out, but as of today, here's what you can do;
Synthetic players (I mean players playing synthetics, not artificial gamers themselves) can now create a new synthetic character and be given a shitty weak android body to house their artificial soul. IF you want a game where you start off super powerful and have nowhere to advance to, there are plenty out there, go for it. However, you're basically only as weak as a typical homo-sapien in that you can move about, survey, harvest, and craft weapons and items, even equip weapons and settle your arguements with violence like any human; You simply cannot equip clothing or armor.
As a synthetic, your "life" so to speak will be spent trying to make certain you have as many spare bodies of as many types as you can house for your soul to transverse to when you die, because if you don't have one, it's back to character creation for now.
Once you can either afford one, or you can build one yourself, you should definitely move up to a combat-synthetic chassis. In this form, you're faster, stronger, better than a human in many ways with again the same hinderance; No clothing or armor. Unlike humans however, your abilities don't simply end on the humanoid level, because you can also transfer your consciousness to any other synthetic chassis you find in the game world, such as the huge military synthetics and yes, they're working.
Almost entirely, as i said. Locomotion, implementation, that's all in place. Even attacks, but they don't do damage yet, so you'll have to be patient with that.
Onto part 2!