Tuesday, October 6, 2015
New Power Grids Video Online!
New video showing the basics of power-grid establishment and management is online!
Sunday, October 4, 2015
Flashlights, Fix For Black Screen Woes, and New Videos
We're aware that as time goes on, it get's harder and harder for some people to get into the game world and we know why it's happening -
Too much stuff has been built directly outside of the starting cloner in the woods and if you see the black screen for an extended period, it simply means your internet bandwidth bottleneck is insufficient to pipe it all into you before you time out of the game.
We'd planned on optimizing the data stream even more as time went on but we didn't realize how quickly people would start building really big things right in front of where you spawn.
To rectify this, we're doing two things;
For right now, a quick solution until we can push out a new patch tomorrow or the day after, here's what you can do to get into the game:
When you're at the black screen with my super-cool phrase on it, you can still chat believe it or not, therefore you can still use chat commands, including our temporary "goto" command used to sneak across the world super fast.
Just type in "/goto Castle 1" exactly as it's written there without the quotation marks and caps-sensitive. That'll instantly teleport you to a location that we'd planned to keep secret for the time being; A community "sandbox" area with semi-flat ground that all contributors at or above the $100 level can start building with Ferrocrete once we have that video out.
Again, ignore the fact that it's ugly, it's just a GM testing area, but that should get you ingame at least.
We'll update you again with a more permanent solution in the next few days :)
In addition to this, new in the game is a highly requested "Flashlight". We're adding these as actual craftable objects in the game in the near future, but for right now, night time pisses people off so just press L on the keyboard and voila, let there be light :)
In addition, for those who don't already know, we've uploaded new videos detailing the working of several game features to help you get started. Our next video, detailing factories will be released either today or tomorrow if all goes according to plan. Help spread the word!
Too much stuff has been built directly outside of the starting cloner in the woods and if you see the black screen for an extended period, it simply means your internet bandwidth bottleneck is insufficient to pipe it all into you before you time out of the game.
We'd planned on optimizing the data stream even more as time went on but we didn't realize how quickly people would start building really big things right in front of where you spawn.
To rectify this, we're doing two things;
- Optimize all data coming to and from your client and the server.
- Move existing structures (I mean the really big stuff, like that half-finished castle right in front of the starting area) to a newer, more open area until we can optimize it even more.
For right now, a quick solution until we can push out a new patch tomorrow or the day after, here's what you can do to get into the game:
When you're at the black screen with my super-cool phrase on it, you can still chat believe it or not, therefore you can still use chat commands, including our temporary "goto" command used to sneak across the world super fast.
Just type in "/goto Castle 1" exactly as it's written there without the quotation marks and caps-sensitive. That'll instantly teleport you to a location that we'd planned to keep secret for the time being; A community "sandbox" area with semi-flat ground that all contributors at or above the $100 level can start building with Ferrocrete once we have that video out.
Again, ignore the fact that it's ugly, it's just a GM testing area, but that should get you ingame at least.
We'll update you again with a more permanent solution in the next few days :)
In addition to this, new in the game is a highly requested "Flashlight". We're adding these as actual craftable objects in the game in the near future, but for right now, night time pisses people off so just press L on the keyboard and voila, let there be light :)
In addition, for those who don't already know, we've uploaded new videos detailing the working of several game features to help you get started. Our next video, detailing factories will be released either today or tomorrow if all goes according to plan. Help spread the word!
Tuesday, September 22, 2015
Divergence Announces new PVP-Optional Server Stretch Goal!
We've had so many articles come out wherein hundreds, if not thousands, of
people make mention in some form that they "would contribute if it weren't for
the open-pvp", that we've completely re-evaluated the situation and came up with
a potential solution that could benefit everybody!
The game, as it sits right now, has no PVP. Remember, that's the point of
this IndieGoGo; To add top-shelf combat to our top-shelf crafting and other
awesome features.
We've decided to officially announce our first stretch-goal as an
additional "PVP-Optional" server. The new server will have some PVP, but it'll
be consentual unlike our primary server. Players on the new server can either
spend their days harvesting, crafting, dancing, playing as non-combatants, or
flag themselves for PVP with a "TEF" and engage in an afternoon of RvR
fun.
What's a TEF?
A "TEF" or "Temporary Enemy Flag" occurs either intentionally, by flagging
yourself via chat command, or by performing certain actions. A few of those
are:
- Healing or buffing factionally-combative players in a state of PVP.
- Killing or harming faction NPCs, such as town guards of an opposing faction.
- Being forcefully ejected from a player city or establishment where you are unwelcome.
Essentially, if you're playing just to craft, harvest, dance, or even if
you're healing or aiding other players (so long as they are not recently engaged
in PVP), you can no longer be harmed, debuffed, or otherwise negatively affected
by other players.
Won't this require your current game code to be
changed, and how soon would this be available?
Running a secondary "PVP-Optional" server will not require significant
changes to combat, since that's already the focus of our IndieGoGo, there is
none! It will simply require more resources to be directed at developing the
aforementioned "TEF" system. This is something we're more than prepared to do
for the players, so long as we don't have to detract money from the overall
development of the game to do it. Therefore, what we decided to do was add a
brand new stretch goal to invite the players to make it possible for us to
develop this "optional PVP".
What we hope this'll do, is give all those people who write us and say "I'd
contribute but... Open PVP" a way of putting their money where their mouth is.
while simultaneously funding both the game itself, and the style of gameplay
they prefer. We could bring it online even before our Steam release for
testing.
There will be a few minor differences between the two geared mainly to
gently nudge people towards our primary server, such as story events, and GMs
playing notable NPCs and faction leaders on the primary server, but as far as
game mechanics and features are concerned, they both get the same content.
Additionally, we're experimenting with the idea of allowing characters to
transfer between servers if they meet certain stipulations and even keep their
character names, so long as it can be done in a manner that neither rewards nor
penalizes the practice.
What if people contribute specifically to make the
PVP-Optional server happen, but then it doesn't meet that stretch
goal?
In that case, depending on how close it comes to the goal, we'll either
elect to do the PVP-Optional server regardless of that fact, or we'll offer
refunds to those people. Basically in either scenario, you can't lose :)
Thanks again for all your support guys, and let’s make this damn game
happen!
-Ethan Casner
Monday, September 14, 2015
Divergence Stage 3 IndieGoGo is LIVE!
After more than two years of backbreaking labor, Divergence's Stage 3 IndieGoGo is finally live!
The first video ended up being over 16 minutes long after we'd already condensed it down as much as physically possible, so we hope there's enough in there to tide people over until the next video goes live tomorrow :)
Thanks again for all your help and support guys; we couldn't have done it without you.
Check back tomorrow for the first of many instructional videos, and remember you can always download the latest build of the game at www.divergence-online.com/download
I'll also be bringing the game forums back online within a day or two and make an announcement on that, just as soon as the latest PHP is finally updated on them, as well as our public Teamspeak server info!
-Ethan
The first video ended up being over 16 minutes long after we'd already condensed it down as much as physically possible, so we hope there's enough in there to tide people over until the next video goes live tomorrow :)
Thanks again for all your help and support guys; we couldn't have done it without you.
Check back tomorrow for the first of many instructional videos, and remember you can always download the latest build of the game at www.divergence-online.com/download
I'll also be bringing the game forums back online within a day or two and make an announcement on that, just as soon as the latest PHP is finally updated on them, as well as our public Teamspeak server info!
-Ethan
Sunday, August 16, 2015
New Continents and Ferrocrete Coming!
Late July and Early August have been spent doing a multitude of things. Among the biggest and baddest:
- Full-integration of our high-res blocks-building system known as "Ferrocrete". You know, the one everyone loved in Alpha 1, only four-times the resolution of our previous blocks, allowing for intricate design work not seen in any other game!
- Adding two totally new and huge continents!
- Akkhera - A vast desert of red quartz and sand, for those players who want a lot of empty space to build upon unobstructed by potential geographical and natural formations.
- Malkav - A huge, mountainous continent, containing both grand snow-capped peaks, mountain valleys, and rolling hills, inundated with rich and dense woodlands.
- Total upgrade to existing screen effects, including a new volumetric fog solution that just looks ridiculously good.
- A few new assets that we believe old SWG fans will appreciate, including the "Kash" trees shown below ;)
- Numerous bug fixes.
- Fix a ton of bugs.
- Move Arabast to the polar region where it's supposed to be.
- Create a mass transit system to allow players to travel from one continent to the next. Originally, this was meant to be accomplished by the use of boats traveling over the ocean, but due to time constraints, we may just settle for a teleporter for the time being.
- Fix the issues associated with conflicts between our day/night system and new effects that are causing artifacts, such as bright fog at night.
- Create functionality allowing players to craft their own ferrocrete so they can get started building that skyscraper they want to!
- Build the whole IndieGoGo page.
- Capture, edit, and narrate several new videos for the aforementioned campaign outlining all this cool stuff we've done for the game and also how to play it.
- A few other odds and ends.
Our next big patch will come once Ferrocrete is functioning 90%, which will also be the patch where we introduce the new continents and hopefully a method to traverse them.
Thanks for your support!
Saturday, June 27, 2015
Patch 07 Goes Live!
Push 007 is absolutely our biggest content addition to date and, we believe, marks a major milestone, not just for Divergence, but in the lineage of true MMORPGs to date. In this commit, we're pulling the project not just a few steps, but one full mile closer to that long-awaited finish line at long last. While still in upwards of a month to two away from being able to launch our third and final financing campaign, we're at a point where our confidence about being able to make a truly big impact is at an all-time high.
And thus, although I'd like to say a lot more and give every person individually who go us to this point a shout-out, it'll have to wait because I'm sure those same people would much prefer us to be working instead of dicking around blabbing on a dev blog. Therefore, without further ado:
But... Once we'd gotten into that, again, then did we realize that it would also be beneficial to go ahead and create our desired system for managing all electrical devices in your area; A system of creating and managing power grids, or just "Grids" for short.
While this originally sounded like the kind of infrastructure that could take up to six months to develop, it became obvious early on that our ability to maintain a six-day workweek (and 7 for some) of no less than ten hours each day was resulting in rapid progress that grew steadily more efficient as time progressed.
It's that Goldilocks-zone that professional project managers regard as their white whale; Desperately trying to obtain but always out of reach. So when I looked around and realized we were in that valley, my job became overwhelmingly apparent; Stay in the god damn valley at any cost.
The result was that as of yesterday, we have functional, in the current version of the game, not one or two but all three features released in a single big patch.
What we're talking about is a fully-functional structure that allows for, as far as any of us are aware, the most advanced and expandable system of local and civic management in any MMO to date. It surpasses Star Wars Galaxies in its prime in many regards which will all be outlined below.
Coupled with our advanced crafting system already released what this allows the player to do is:
These devices, like others, can be powered by two means:
And thus, although I'd like to say a lot more and give every person individually who go us to this point a shout-out, it'll have to wait because I'm sure those same people would much prefer us to be working instead of dicking around blabbing on a dev blog. Therefore, without further ado:
Divergence: Online
Alpha 2
v0.07
Known Issues:
- First-Gen Solitus eyes don't display the color they should. This is do to the replacement of their unique shader and the fact that we have to modify character customization code to compensate for it now.
- Something's up with Androids, so don't try making an Android for the time being because it won't work, and I don't have time to "fix" people who tried it anyway.
- You'll notice that the vast majority of craftable items require a very small amount of raw materials, and in many cases, the same materials. This is purely for ease-of-testing and very temporary. We can modify and assign any crafting schematic for any item at any time to be as simple or complex as we choose to allow for those items to be quickly made and tested in game. So feel free to play around with them and the crafting tool, but don't get spoiled because when Divergence launches, you won't exactly be able to build a starship engine out of five pounds of copper.
- IGNORE THE PLANTS. We're fully aware that crazy amounts of grass, trees, and flowers aren't meant to be springing up from tundra. However, we needed to test our upcoming foliage system in a live-game setting and didn't want to wait until after we were ready to unlock the other continents, so we just threw some down here purely for testing.
- Previously, the game patcher would CRC check every single file individually front to back. This resulted in wait times of up to ten minutes and was totally unacceptable. Although the patcher has been completely upgraded to reduce that time to less than two seconds now, it is, on occasion, forcing the player to re-download the entire game. Therefore, the likelihood is high that we're going to just have to replace the whole stupid thing with something that won't give us so many problems. Therefore, if you choose to install the game now from the updated installer, be forewarned that you may also be required to re-install the game entirely if we do, in-fact, replace the patcher in the coming weeks.
- Some of the new items in the crafting tool appear up in the air or otherwise not perfect. Some of these needed to be re-oriented but we didn't feel like further delaying this update just for minor cosmetic blemishes so we'll be cleaning those up after the fact.
- You must uninstall the current game in its entirety, as the above line mentions the entire patching system has been re-worked, and re-install via the link below.
Download Current Build Here
Having gotten that out of the way, what follows are the official patch notes!
Patch Description:
Originally, we'd planned on making it all about the addition of one major feature integral to the game; Automated Harvesting Machinery. However, once we began that process we realized that it really would be best if we, instead, built a system of powering devices first that would, in turn, be used to power objects such as these; Generators.But... Once we'd gotten into that, again, then did we realize that it would also be beneficial to go ahead and create our desired system for managing all electrical devices in your area; A system of creating and managing power grids, or just "Grids" for short.
While this originally sounded like the kind of infrastructure that could take up to six months to develop, it became obvious early on that our ability to maintain a six-day workweek (and 7 for some) of no less than ten hours each day was resulting in rapid progress that grew steadily more efficient as time progressed.
It's that Goldilocks-zone that professional project managers regard as their white whale; Desperately trying to obtain but always out of reach. So when I looked around and realized we were in that valley, my job became overwhelmingly apparent; Stay in the god damn valley at any cost.
The result was that as of yesterday, we have functional, in the current version of the game, not one or two but all three features released in a single big patch.
What we're talking about is a fully-functional structure that allows for, as far as any of us are aware, the most advanced and expandable system of local and civic management in any MMO to date. It surpasses Star Wars Galaxies in its prime in many regards which will all be outlined below.
Coupled with our advanced crafting system already released what this allows the player to do is:
- Locate resource locations throughout the game world of varying characteristics.
- Survey, sample, and draw those materials from the terrain.
- Use those base materials to craft fully-automated harvesting machinery, each item with vastly differing stats of its own based on the what resources you fed into its crafting, such as its energy efficiency, its maximum durability, the rate at which it can draw resources from the ground and other characteristics.
- Use those same materials to custom-make your own power-generators and reactors with complimentary stats of their own, such as their own strengths, efficiencies, and capabilities such as how much power they can output at maximum.
- Feed one, or several of your power sources into a centralized power-grid system.
- Use a power-grid interface item, placed in the world, to manage both incoming power sources and outgoing power-consuming devices in realtime.
- Turn on and off many devices, or even whole structures throughout your town from the grid interface, such as street lamps, cloning buildings, reactors, factories, and harvesters.
Power Generators:
Power, in the form of electrical energy, can come from many sources. The primary source being electrical power generators.
These generators, themselves can come in the form of anything from a small appliance-sized portable generator, or a large starship reactor such as the (pictured) Komatsu Series-8000 Starship-Grade Reactor.
Generators may also run in a number of modes of operation. Currently in game, they have two possible modes;
- Power-Cell Charge Mode - This mode allows the generator to, when empty power cells of the appropriate size (small, medium, large) are placed inside the generator's input hopper, the generator can then charge these cells at a rate illustrated in it's inspection panel and controlled by the quality of components which went into it's construction. The purpose of this mode is to charge portable power cells which can then be used in other equipment which is desired to function without the need to be connected to an external power source, such as a generator or grid.
- Grid Mode - This mode allows the general to feed into virtually any local power grid of which its manager has adequate permissions to do so. This allows the generator to power anything as small as a single overhead lamp to an entire structure or array of structures.
Power Grids:
Crafting a power grid item, placing it in the game world allows you to, through the use of it's Grid Interface Panel:
- Display all connected power sources and their current online/offline state in the left panel.
- Monitor all incoming and outgoing power demands, and sources, displayed in figures representing how much power you have available, compared against the maximum capacity of that hopper and also the total required load of connected devices on the right.
- Turn on and off power-demanding devices to manage and balance your total input and output, on the right.
Automated Harvesting Equipment:
"Harvesters", are automated machines, deployable from your inventory onto the world's surface, that when activated and provided a power source, will continue to draw a specified resource (provided that resource exists at the specified location) from the ground and place it, in stacks, into the harvesters' output hopper where it can then be transferred to the player's inventory.These devices, like others, can be powered by two means:
- Internal Power - This mode allows the device to be powered solely from internal power, which comes in the form of pre-charged power cells placed in its input hopper. When brought online, the installation begins to produce the specified resource while slowly (or at least, at the rate allowed by its quality of components specified during crafting) drains the power cells.
- Grid Mode - This allows the installation to draw its power from an external power source; A grid. This grid can be either a personal one you have set up yourself, or even a large, shared communal source fed by a multitude of individual power souces for you and your friends to use.
Visual Upgrades
- Added totally new tonemapping method, replacing the old "built-into Unity" standard with a new system that creates a much more cinematic visual experience with regards to color grading, depth, luminosity, and saturation.
- Added simulated retina-dilation effect. This effect simulates the expansion and contraction of the eye's iris when moving between areas of low and high brightness.
- Added totally new bloom method which replaces Unity's built-in system. Our new method isn't based on a simple brightness threshold like most "cheap" methods of bloom and instead is based on the way bloom actually occurs in real life; simulating bloom based on an overly-bright object or surface relative to it's surroundings.
- Added new dirty lens affect which becomes visible when looking into, or at, a very bright object or surface.
- Added a completely new and state-of-the-art method of SSAO (Screen Space Ambient Occlusion) that totally replaces out previous method of simple ambient obscurance. This new method, in addition to accurately reproducing a much more natural and realistic effect, also brings to Divergence a brand-new experimental feature of color-bleeding; Which reproduces the known phenomenon of bright, or very richly-colored objects or surfaces bouncing some of their colored-lighting information to objects in near-proximity
- Enhanced Depth of Field effect has temporarily been disabled because some users reported it being "annoying".
- Improved all lighting on distant tree and foliage objects (billboards) to correctly shade these billboards based on the time of day.
- Increased default view distance to 3km (3000 meters) !
- Replaced night-time sky with our beloved night sky from the previous prototype.
- Reduced number of Malkavian Cormorants (The Birds) as they fly overhead by 50% of improve framerates. New separate flocks will be added in the future to create the same effect without hampering framerates.
Items
Added 37 new craftable items, including:
- Power Generators
- Harvesters
- Terminals (For Grids and ETC)
- Structure-building items such as floors, ceilings, walls, both internal and external.
Important Additional Notes:
This is some heavy stuff, and we're the first to admit that without some tutorials, very few people would figure out how to utilize all this crazy stuff on their own, so we're fully aware that videos explaining how to use all these features are a necessity.
The reality, however, is that we're flat broke and have been that way for a long time. And ecause we're flat broke, and several key items still need to be addressed, such as basic combat, the plain truth is that we're relying incredibly on our next and final financing campaign to provide the funding we need to finish the game and make it ready for Steam and an official launch. We need to make a maximum impact, during that campaign, and that means holding off on new videos until the time is right to do a "big unveil" to the whole public.
What we will be doing though, are several more blog posts, demonstrating, through imagery and instructions, how you navigate this system should you choose to have a look at it as-is instead of waiting.
What's next for Divergence?
The next few weeks will be spent on the following four tasks:
- Streamlining, squashing bugs, and overall cleaning up all of the features we added in this push. Many parts of the interface alone need to be improved to allow for an enjoyable and user-friendly experience.
- The long-awaited re-introduction of our popular blocks system from the original game prototype, but completely upgraded and re-imagined. While you're certainly able to build an entire civilization out of crafted items in Divergence, players loved the simplicity of building with blocks as well. Additionally, there are many benefits of using blocks to blueprint or construct a skeleton of a building before actually committing to it's construction. Re-introducing blocks into the game, we believe, will be one of the final steps (the other being basic combat) required to take the game from being a proof-of-concept piece to an actual game,
- New blog posts outlining the actual processes and steps required to use all of these crazy awesome tools we've just put into the game.
- Deciding on a more permanent solution to the patcher situation.
Thanks for reading this far and for your continual support. We couldn't have made it this far towards creating a truly revolutionary mmorpg without you!
Tuesday, June 9, 2015
Patch 07 is coming and it's going to melt your face off.
Just a quick update to let everyone know what's going on with the game this week.
Version .07 is on its way and it's going to be big.
What's in it?
Without giving out the surprise, what I can say is that we had originally intended on making the next patch all about "X", but development went so well that it's actually going to include X, Y, and Z all in one patch.
All-in-all, with these and more massive upgrades coming to the game world, Campaign 3 is looking to be our biggest, baddest campaign to date.
Ok, I'm still waiting for a video on harvesting, and now you're doing all this advanced stuff? When can i/we expect to see some actual video demonstration of these features?
We really, really want to put those videos together but the simple reason why we've only been sharing images thus far is because, although undoubtedly they would, and will, generate considerable buzz for the project, the truth is that would likely not result in that buzz generating any kind of financial income for us to continue with development. As much as I personally am looking forward to making those videos, with as "not yet on the global radar" as Divergence is, we really have to suck it up and wait until our next campaign as ready. That way we can use the unveiling of all these new features to help fuel our next campaign and see that it reaches its goal.
And as always, anyone who has contributed at or above the Gold Alpha level can simply log into the game at any point after this week's patch and try out the new stuff whenever they like. If you want a personal tutorial, you're just going to have to wait a little bit longer ;)
Thanks again for all your help guys, and please feel free to check the devblog this coming week so you'll know right when new content is added as promised.
Version .07 is on its way and it's going to be big.
What's in it?
Without giving out the surprise, what I can say is that we had originally intended on making the next patch all about "X", but development went so well that it's actually going to include X, Y, and Z all in one patch.
- Many, many new items, item types, and new actions for those items.
- Many new additions and improvements to in-game camera and world object effects.
- Many improvements to existing character and object models, textures, and materials.
- Our biggest addition of new game features, in one single update, to date.
All-in-all, with these and more massive upgrades coming to the game world, Campaign 3 is looking to be our biggest, baddest campaign to date.
Ok, I'm still waiting for a video on harvesting, and now you're doing all this advanced stuff? When can i/we expect to see some actual video demonstration of these features?
We really, really want to put those videos together but the simple reason why we've only been sharing images thus far is because, although undoubtedly they would, and will, generate considerable buzz for the project, the truth is that would likely not result in that buzz generating any kind of financial income for us to continue with development. As much as I personally am looking forward to making those videos, with as "not yet on the global radar" as Divergence is, we really have to suck it up and wait until our next campaign as ready. That way we can use the unveiling of all these new features to help fuel our next campaign and see that it reaches its goal.
And as always, anyone who has contributed at or above the Gold Alpha level can simply log into the game at any point after this week's patch and try out the new stuff whenever they like. If you want a personal tutorial, you're just going to have to wait a little bit longer ;)
Thanks again for all your help guys, and please feel free to check the devblog this coming week so you'll know right when new content is added as promised.
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