This last week has been very unusual. We’ve continued our rampant hunt for bugs, fixing them as swiftly as possible, but we also took some time to sit down and have a meeting about our vision for the complete game. Early Access has been going very well, but we still need to decide exactly what the next steps of development are. After all, the bugs will all be fixed eventually, so we’ll have to prioritize what goes into the game after that. There are somewhere in the neighborhood of a bazillion features, give or take a few trillion, that we’d love to integrate into the game. Some of those features are more complicated than others, and will require more work before they can be added. And, of course, many of the things we want to do will have to be dropped altogether.
Another thing we realized very quickly in these meetings was that there is still an incredible amount of work left to do, and some of us are already wearing so many hats that we look like parodies of characters from Team Fortress 2. While we already knew that we’d need more hands on the project, we never realized how grand the workload on everyone’s shoulders had been before.
We also took the time to really dive into what our long term vision of the game is, and how each one of us sees it. Here’s a funny picture that François’s drew while explaining his own vision.
But, of course, we didn’t just have meetings all week. We also continued our epic quest of fixing all the bugs! Here’s a few of the things we’ve fixed in the next update that will be going to our internal testers very soon. Keep in mind, this list is not complete, it’s just a sample.
The issue where people connecting on arena mode were spawning on the same island has been fixed.
Fixed barrels in arena mode
Changed the default length of rounds (Combat phases were clearly too long)
Fixed an issue with the radial menu not showing up correctly.
Fixed an issue with the function of deleting mines deleting all mines.
Made it so archers can’t pick objects up anymore.
Fixed the issue of the radial menu for the crystal showing up on Bricktron’s bags.
Added the tunnel task to the bottom right menu options.
Fixed an issue where users would put down a phantom block when trying to move a build task.
And, we finally made a major modification to survival where the Corruptrons will think differently, and reanalyze their priorities between attacking your castle and their enemies. This will also fix the exploit where you could put stairs over their spawn point and get them stuck. Yes,
Added the Tunnel task in the bottom right menu option willobe , we are looking at you. ;)
And that’s just the short list of things we’ve been working on this week!
Unfortunately, we still haven’t been able to build a current version of the game for Linux this week. Once again, it’s the sound engine that’s destroying everything. But, we will continue to work hard on that issue next week, and hopefully get something working for you guys.
Bug of the Week
Sorry guys, we’ve been so busy fixing bugs that we haven’t really found any new ones to show you. I’m sure we’ll have a new one soon though!
Also, don’t forget! you can still get our game from humble bundle and it will also give you a steam key to add it to your library!
Soundtrack of the Week
Hey guys, Box here again! Been an unusual week for me too. As some of you know, I’ve been moderating over on the Steam Forums, and it was more than a little insane right after the Early Release. But, it’s pretty nice now. And, I needed some good music to listen to while doing it! So, as per request, this week we’ve got some Kettel for you. I honestly haven’t listened to any of it before this very moment, but it seems very chill. Very relaxing. It is -excellent- working music. Enjoy!
36 Comments for Dev diary number sixty five : Bugfixes, meetings and more bugfixes