We’ve got a few really awesome things to talk about this week. We’ll be covering a new aesthetic mechanic we’ve been working on that we’re calling ‘Distant Islands’, another stab at Linux support (and improved Mac support), some info for our Kickstarter backers, and another video from Fuzzywobs. Let’s dive right in, shall we?
Recently, Benoit started working on fine tuning the level of detail system. But, more interestingly, he started work on another system that we’re calling ‘Distant Islands’. The idea behind the distant islands system is to gather all the islands you’ve worked on, then fill the world with them. Don’t worry, we’re not gonna grab all your islands and share them, this will only be grabbing your own islands. It might grab from you and whomever you’re playing with in multiplayer, but your islands won’t be getting uploaded to a central server. This is all the result of some R&D we are currently doing for multiplayer and to optimize the LOD. At this point, we’re only loading the same two islands, but eventually all the ones you will create will be updated in the world. Maybe you’ll see all the things you built in another game. The result is unbelievably satisfying, and you clearly feel less alone in the immensity of the sky.
here is an adventurous Bricktron who dreams to explore those far away islands!
Linux 2nd try
As you all may recall, last week was our first attempt to get the game running on linux in it’s current state. By removing the sound engine, I was able to compile it. Unfortunately, it was impossible to get past the menu. We got an update from Wwise this week, and it seems they won’t have a working beta for linux until later this year unfortunately. So, we’ve started exploring new solutions. We might have found one though, and I will talk about it once we’ve had the chance to test it a little. The good news is this. Removing the sound engine was the right way to do it for linux, and the reason it didn’t work afterwards was because I was using the latest version of unity. This version is incompatible with our game at the moment, so once I installed the same version as everyone else, I was able to get through the menu and load the game!
Once we have a little time, we’ll be sending this version to our alpha team so they can test it a little. This will probably happen next week. It should appear in your humble bundle shortly afterwards. I encountered a few little bugs but that could be related to using a virtual machine instead of running it in linux natively. OSX should start seeing better performance on the next version as well, since Wwise sent us an update recently that fixes a lot of the issues we’ve had reported. Hopefully, this will fix the black screen issue that so many of our Mac users have been plagued with. Sadly, this has been an issue we can’t reproduce, so we will ask for your help on that one!
Kickstarter backers, we haven’t forgotten you
Kickstarter is clearly a wonderful way to get funding for a project, but it’s also a painstaking task. We’ve put everything related to kickstarter on hold for a couple weeks, because it was taking up a ton of the time needed to work on the game. We needed to get a clearer view of what needed to be accomplished to get it all settled. We started compiling all the data, and filtered almost all the addresses. We’re working towards the point where we just need to put everything together and ship all the t-shirts and posters. One of the major issues we’ve had is that, in the address section of the form, people re-added everything. So we have tons of addresses like these in our system:
kingbricktron, 0 ave de gaspé suite 1015, montreal,quebec,canada, K91 1L0,
The address is just repeating itself, and people at Poste Canada (the mailing system) really don’t like dealing with that sort of thing… On top of that, some ‘funny’ people added fictive addresses like ‘’The Milky way’’ and ‘’The Universe’’, so we had to filter those too.
But, as you can see in this picture, we received all the tubes we need for the posters this week! We aren’t handling the t-shirt shipping except for the ones that need signatures, or the ones that’re bundled with posters. All we need to do is get the extra t-shirts delivered to our office, and then we’ll take a weekend with some friends and do some assembly line work getting it all done. We also have a bunch of posters left over from PAX, so we’ll be more prepared if we decide to sell them all later on.
Building a Crazy (but totally safe) Castle
So last week, we featured a video from Fuzzywobs, who apparently really likes our prototype. He’s made a new timelapse where he built a unbeliveable castle (that doesn’t answer to any human physics). So check it out!
Little shoutout to Jono20201 and Bills6693 who helped us out clearing the backlog of support tickets. Jono has blazed through a -ton- of tickets over the last couple of days, and has gotten us completely caught up. Thanks to their help, everything should move a lot quicker with our support now. They’ve all done a fantastic job! Thanks a bunch it’s really appreciated! Also, a shout out to TheBox and KsaRedFx, who are both on our support team as well.
Soundtrack of the week
Oh hi! I didn’t see you there! How the hell did you get in my house? I’m Box, and I routinely provide musical enjoyment for your ears. Well, brain too I guess, but that’s getting ahead of myself. I’m here to do the same for you again. This week, I’ve got one of my favorite groups to listen to while driving. The Glitch Mob. I’m particularly fond of the tracks Animus Vox and We Swarm. What do you mean I shouldn’t drive so fast? The music compels me to do so! I can’t so no to that! Where were we? Oh, yes, Glitch Mob. The Glitch Mob is a three-piece electro music group based out of LA. The current members are edIT, Boreta and Ooah, or Edward Ma, Justin Boreta and Josh Mayer respectively. They made a name for themselves by playing most of their music live, using laptops and a variety of midi controllers. Pretty cool stuff. Enjoy! And, as always, thanks for reading.
Thanks for reading!
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