Wednesday, 2 March 2016
Yesterday the plumber came again to repaint my appartment ( yup, you read that right, the plumber is also a painter. Yeah, I was surprised ). Therefore this has been a forced vacation day.
… or almost. I still had a bit of time to investigate some issues, work on the facebook authentication problems, do a couple of bug fixes, and help some people who seemed to have access issues. I can’t say it has been the most productive day though.
Since I was forced to early retirement for a day, I investigated some hardware replacements that I had been delaying for a while. In particular, my main screen monitor is borderline garbage now ( it’s 8 years old ) with washed-out colors. I’m planning on ordering a new QHD ( 2560 x 1440 ) monitor. I won’t go higher in resolution for price reasons and lack of a video card that could handle UHD anyways…
Short-term road-map ( March )
We are planning to release a first patch to the game client today. This will be an optional patch, and will mostly address some of the most urgent / pending issues, like those people being unable to connect through Facebook. There will be a bunch of minor tweaks too.
Looking ahead, this month we are going to focus on stabilizing the game, sorting out access rights / launch problems or other technical issues, adding new placeholders and doing some tweaks.
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Keith will mostly be busy on finishing the launcher’s automatic patching system.
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He also has to do some website updates, and resume work on our custom pledge system.
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We want to get ride of IndieGoGo as soon as possible. The way we’re forced to poll at regular intervals to get the list of backers is extremely annoying and taxing server resources. There are also update delays, which means backers have to wait a bit for their data to be refreshed before they can access the game. Quite annoying for everybody.
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Our artists are going to work on concept art for, well, the entire game.
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They’ll also continue working on the existing assets, experimenting with the new artist pipeline ( based on decals ), the cockpit, better structures for the asteroid base, some new lights placements…
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And, most importantly, producing a new set of placeholder assets ( those will be untextured too ) which we can use to iterate game on fairly quickly.
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As for me, I’m going to keep working on client issues and gameplay.
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For example my top priority will be to figure out the weird cockpit flickering bug. I’ve already tried a few hours during the KS campaign, but due to being so busy I couldn’t keep working on it. Now the dev-access release is done, I’ll have enough time to investigate it properly.
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I’ll also address some of the easiest / most frequently seen remarks or bugs. Drifting failing while flight auto assist is off ? Sounds like it’ll be an easy bug to fix. There’s probably going to be a lot like that.
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I’m also going to start some of the more heavy work on the client/server. A lot of data is client-sided at the moment, which is no good. I did it that way before the KS because it was faster to implement, but of course this cannot stay like that.
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I’ll also work on adding the new placeholder content to the game.
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When I have a bit of free time I’m going to do some experimental improvements on the look of planets. They’re not yet at our target level in terms of visual quality.
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One thing I will NOT do just yet is to address the elephant in the room: the networking hit combat issues. Those aren’t easy to solve, in fact going forward it’s probably going to be our #1 challenge. We’ll wait until the game has stabilized a bit until we revisit it.
Mid-term road-map ( April - summer )
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We’ll address the network issues at this stage.
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We also need to do add better multithreading to the engine, do a bunch of optimizations, implement streaming and more engine work.
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We’ll start experimenting with Vulkan, although I can’t give a timeline on that just yet.
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We’ll also start doing experiments for our in-game GUI solution.
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We also have to update or replace a bunch of old third-party libraries: physics, sound ( OpenAL is really obsolete at this stage, we’re planning on using Wwise ).
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That’s pretty much when we’ll add new ships, new weapons and iterate on the real gameplay: attacking/defending objectives like factories or NPC ships.
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We’ll add more planetary environments at this stage too.
Long-term road-map ( Q4 2016 and later )
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Content in the game will still be pretty thin at this stage, but we’ll work diligently on increasing it. There will still be some placeholder content remaining.
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Alpha will be released around that time.
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Balancing the game “seriously” will also start around that time.
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Small ships gameplay should be faily well established at this point, but capital ships gameplay will require a lot more work.
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Note that the longer ahead we are looking at, the less certain we are about development priorities. A lot of things can change depending on how things are going. So take these roadmaps with a grain of salt.



