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82Another productive week has passed and we’re slowly landing on our feet after the post-Kickstarter chaos. Our new team members are fully integrated and everyone knows exactly what they have to do. It’s quite a beautiful sight to see a well-oiled team such as the Sauropod team (I should say well-coffied though, in our case, we don’t drink oil).
So here’s a few things we did this week:
So one of the big things we did this week was to merge together two instances of the project. This issue dates back to before the Kickstarter. Basically François and I had to build a version of the game specialized for the filming of the trailer. This is necessary because whenever someone works on the game, they inevitably create bugs. Each of those bugs had a chance to paralyze the filming and may of may not be fixed in a reasonable amount of time.
Since we had to film a trailer it was crutial for us to have a bug-free environment, so this meant freezing the project at a point that was as functional as possible. But despite that we still had to implement new features in that trailer build: things like particles effects, character animations and other kinds of visual polish.
This created a problem on the long term: since Benoit continued work on the game while François and I worked on our own build of the game, the two versions started straying further and further apart.
So this week, we spent a good amount of time to merge and integrate the two together. It’s a very delicate process. On one side, it is possible that two scripts are incompatible and that merging them in the same project could break the whole game. So it is necessary for both programmers to understand each other’s code to prevent that from happening. The other bad thing is that assets may be lost altogether in the process. For example, we may judge that between two similar scripts, one is more recent than the other, so we might write over the older one entirely. But if we made a mistake and the older script had a few lines of code that the other one didn’t, there was a risk that we would lose that code entirely.
We have two tools to help us in that process: Version control (like Tortoise SVN) will keep track of the changes in scripts, and a Diff software (like Deltawalker) to compare two different script line by line to merge them without losing anything.
We also received this question a lot recently:
For those of you who don’t know what an NDA is, it’s short for “Non-Disclosure Agreement”. NDAs are commonly issued for stuff you want to keep private. In the game industry, NDAs are used with employees to keep unannounced projects under wrap, or for journalists to only release news after a certain date. In our case for example, we could say that we would like you guys to not post gameplay videos of our prototype on the internet.
But we won’t do that. In fact we don’t WANT to do that. There are several reasons why we don’t want to burden you with an NDA, but the most obvious one is that even if we wanted, there is no way that we could control you guys. If you want to upload gameplay videos of our game, nobody is stopping you, you’re even welcome to do so. This whole issue reeks of businessman-like thinking.
So can you upload gameplay video of the prototype? Absolutely! Can you put ads in front of your videos? That’s your decision to make. Can you pirate the prototype? We’d rather not, but we can’t stop anyone from doing so. We’ll have a donate button on our website for you if you ever feel bad about it.
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Thanks for reading!
I love the feeling of seeing a new dev diary. <3
same a look every day
So I assume we won’t be seeing many new features over the next month, since you’re trying to finish it off for the prototype. Polishing it up not adding features, right? Also a quick question, the date you gave us (Oct 17th I think) – is that the date of release or do you expect to release it earlier?
I would assume if they are able to get it done sooner they will, but I am under the impression they don’t want to put it out till it’s 100% stable, and who can blame them?
As a slight correction: Tortoise SVN is not version control itself. It is a client for Subversion.
Also, it has a diff built into it.
Me and my friends here in Gatineau are cheering you on!!!
Oh, and
“Met with a guy specialized in networking and multiplayer. Let’s say he would be a pretty awesome addition to our team. Not much to say about that for the moment, but it looks promising.”
DANG STRAIGHT!!!!!!
Just hope that single player wont be penalised by this, but highly doubt it.
Please respond Saurpod: Do you have more screenshots?
I don’t care if they are old or new, I just want to see more :c
Dude/dudette, I was thinking the exact same thing. I would love to see some more tidbits of the game. Heck even a short clip of the retooled mining. Anything, even a happy lil’ Bricktron would be sweet!
Can’t wait!!!
Brace yourselves: 12yrs old whiners complaining about the prototype release are coming.
hai im 11 and wen is the protype releese???/?!!!!!111one!!
OMG.. That made me laugh so hard XD!!!
Yay! nouveau dev diary!
le soundtrack of the week est énorme, jsusi content que la team qui développe un jeu comme ca écoute ce style (trip-hop, éléctro,…) la BO du jeu risque de promettre! :)
dernieres lignes droites avant le release du prototype, keep up the good work!
I am really happy to hear all those news. One thing is bothering me. Is the singleplayer will be an individual code? In minecraft they merge the SP and MP together and created a buggy singleplayer, which I don’t like. So it will be awesome if the MP and SP have two different codes.
I’m glad they did the merge. The LAN connection is extremely useful, and I’ve had a lot of fun with it. And I’ve never had any buggy problems with singleplayer.
I agree with “Yrots Eltsac”, its fun to play on lan with friends on a map that you used to work on for so long in SP XP no bug issues here either…
@Rob: My username seems to confuse you – read it backwards.
Nice username lol, took me a few times to get it :)
what happened there was minecraft was being brought to a more normal development setup. Normally you the player would never know how it works except that Minecraft Devs decided to tell you, but all Projects Ive worked on and what is common in quite a few types of applications and games is to have two independent parts of your code.
Part 1 is the “client”, where almost all of your platform dependent code is, it will have all your user interaction and rendering, this is the only part the user will ever see, literally, thats what its made for. It does nothing on its own but passes the user input to the other part, the server, and waits for the server to tell it what to do.
The other part is your Logic, or the “server”. This is where all the thinking goes, and this part can be completely or very damn close to being platform independent. It has no interface and has no user interaction at all, but it tells the client side what to do, and handles pretty much everything.
While I cant say this is how Sauropod is setup, it does make sense. its very flexible in allowing future clients on multiple platforms and allows for multi-player to be much easier to setup.
I think they will use client side logic and just use a NetworkView. (Sync the objects transform to other computers)
Oct. 17th. Could be sooner but until they tell you something different, that’s your release date. So you can now stop asking.
Super glad things are moving along nicely, when you guys get situated in your new place you should definitely share some photos. I bet a lot of us would love to see what,”that extra” money was used for. I just want to geek out about it. :)
It would be nice if you could go on replying sprees sometimes Sauropod. :D
Welcome back Germain! Super excited to see what you guys come up with for the digging tools. You guys did a great job with the user registration, I also expected more problems due to the speed at which you produced it but it sounds like it worked great. Glad to hear you guys are starting on multiplayer I’m sure it’ll be sweet! Good to hear that you’re not using a NDA. Stay chill.
To The Moon!
nice update ^^
Tortoise SVN is a pretty nice tool, I used it myself for my team when we worked on a mod for Battlefield 2 “back in the day” ;) saved us soooo much time, since the team was build up from a few guys around the world working on the mod as a hobby ^^ funny to read that you guys use it to.
hello world!
I think I love you.
He’s nothing if not consistent.
=D
Hello Sauropod!
I really respect you for this project, it is abitious and ingenious but I am slowly starting to be impatient… I understand that you have some problems, you could’t have known about earlier, But we all have paid for a product and most people propably can wait even longer for release, but give us real date when you will send prototype to us.
Good luck!
Do you not read or look at anything? For the BAJILLIONTH time, prototype release date is October 17th, no later, no earlier, unless they say something.
Sorry. My mistake :)
Great work sauropod way to use your resources :) and nice merging the codes together it sounds like a long painstaking problem that you have there. xD good luck and have fun with it!
wonderful update… loving this particular piece:
“I continued working on the UI and Benoît on the tunnel digging tools. We’re trying to figure our a way to display the exact opposite of a phantom brick, and then large patches of those (in the case of underground tunnel networks). François is also working on ways to group tasks together. This would allow a player to work on two different parts of the castle and simply assign Bricktrons to one group or the other. We also finally added an undo functionality. Ctrl-z!”
Great update. Have you guys thought about selling preorders on the website? Since the Kickstarter is over, you could just make it a bit more expensive, like 20 dollar. And they would get into the beta with that.
I guess it would take a bit of time to make that, since you will first have to finish of the castle story website, but i imagine, when the prototype is out and there will be quite a few gameplay videos on youtube, you would see a lot of people who would love to preorder the game.
So excited, we a drawing ever so closer to the release of the prototype (Oct 17th)
Thats great, a donate button, good idea
Getting closer and closer to Oct 17th!! :DDD
Guys, the release date has been said one thousand times by now:
November, 25th
Stop asking, please.
troll?
Yes, it’s a troll. Release date hasn’t been confirmed, beta date hasn’t been confirmed, and the only thing we know about the prototype date is that is is before October 17th.
what a shame I dind’t received my activation code.
I even wrote a email twice about that.
What a shame there wasn’t an activation code. It was just an email with a link.
Come on Sauropod developers! Post some gameplay videos , they dont have to show new features, just you building stuff.
This would be highly appreciated. :)
Seriously, that’s all they have to do, lol. It could be a 12 minute video of two Bricktrons (one gather stone and one building) and it will be viewed 10,000 times easily, haha
I can’t get the image of a well-oiled game dev team out of my head now.
Your merging problem sounds exactly like the kind of problem that Git was made for. You should really consider using it in the future, it’s way superior to SVN and a great help when developing in a team.
Best part:
“Met with a guy specialized in networking and multiplayer.”
Are the sound tracks of the week going to be ingame? Or are they just random?
Just random stuff they listen to when working.
Is anybody else not receiving emails when new dev diaries are posted? I’m a bit worried that I typed in my email wrong for backing.
Well I’m not receiving anything, too. The first and last mail I got was the one with the user registration. I got no mail after that, confirming that my account was correctly created or something like that. But if I klick on the link in the mail it says I have already reserved my name so I guess it’s fine.
They are attempting to stray away from kickstarter. Therefore, they have stopped posting dev diaries through ks. Don’t worry, I’m sure your registration is fine.
Post a gameplay video about fighting and building, please! Show us real gameplay!
I am somewhat surprised it too me this far down the page to find the inevitable flame on which VCS to use…
I was getting worried I would have to start it.
Aw yeah, Catgroove! *dance party*
Hey Sauropod! Just wondering if there is any way to subscribe to these dev blogs to save me checking each day :) Had a quick look around but couldn’t find anything, so if it doesn’t exist it would be an awesome addition to the site :)
Scrap that :/
Just saw the RSS link on the side and subscribed to that
Thanks for having that :)
Thanks for the update! We appreciate it (: It’s always nice to know what’s going on as we wait for the prototype and actual game.
peace
Ahhhhh, Parov Stelar rules ^^
“Will there be an NDA on the prototype?”
I wholeheartedly approve of your stance. It is true that no matter what you do there will be someone who figures out a way around any restrictions you may try to place or any DRM you try to use and trying to do so only creates friction between the players and the staff and as a result the game’s development is hindered. So in my opinion the best thing to do is concentrate on making the game as good as it can be so people will -want- to buy the game to support it’s development and the company who created it.
Plus the way I see it the harder you try to make it the more interesting the challenge for those who like to test their abilities.
I’m glad I have supported this game. Not only because the game itself seems interesting but because the people making it are refreshing.
This is why I like indies in general. Big companies are protective and worried about their development process…indies are so laid back and interesting. Overall, indies are much more friendly and relatable.
Reminds me of Call of Duty: Modern Warfare 2. I pre-ordered it before I even looked into it because I enjoyed Call of Duty 1 and it’s expansion, Modern Warfare and World at War. I can still say that I really enjoyed Spec Ops in Modern Warfare 2. When I found out that there were no dedicated servers on the PC I was annoyed but I didn’t really care too much. That changed when I read an article quoting someone who was all pissy about PC gaming due to pirating and who said that PC gaming is on the way out so they’ll never add dedicated servers to Modern Warfare 2 regardless of anything PC Gamers do (such as online petitions). To me that was the ultimate betrayal. Truth is I don’t really read much about what’s really going on so I guess my opinion won’t carry much weight and I certainly can’t have an in depth discussion about it.
I’ve just always thought that this is the smartest way to be about it:
“Can you pirate the prototype? We’d rather not, but we can’t stop anyone from doing so. We’ll have a donate button on our website for you if you ever feel bad about it.”
I can’t imagine a day ever dawning that brings with it an uncrackable game. So why bother? Just let people buy keys online and make it easy for people to change cd keys in game. After all even though Person 1 may pirate the game and may also choos not to purchase it if he enjoyed it he will still talk about it to friends. ‘Word of Mouth’ is free advertising.
Actually, after typing this I realize I’m talking about something very controversial. So any Moderators or whoever feel free to remove this if you feel the need.
I’m excited, but I can wait. It will be worth it, of that I am sure.
What I would really like to see sometime is a Bricktron or two doing a little dance.
By the way, this week’s soundtrack is pretty nifty. Thanks for sharing it.
Thank you for talking about the NDA… it was getting absolutely nauseating in the forums. Really and truly, an NDA for such a large userbase would never fly and is not common practice. If you’re going to put an NDA on a videogame it’s usually a really small group.
Glad things are underway and hope the merging of code goes smoothly and can’t wait for mid-October!
All the best!
Glad to hear work is running smoothly!
P.S.New soundtrack is amazing!
Being one of (many) sponsors, I can’t wait for this game to come out and for a chance to try out the prototype, this game looks really awesome! :-) A nice report too, can almost see you all crowded, bent double in front of your computers and trying to cope with Subversion – wait, that sounds almost like my work office, although we aren’t producing games here (sadly). ;-)
This game and X-Com will take up a lot of my spare time in the near future. :-)
Guys I am somewhat dissappointed, in your blog you said you were going to release the game shortly after the kickstarter, it’s been a few weeks and before and during the kickstarted I checked every day for updates on the blog and now only maybe once a week since theres no point if they game isn’t coming out. Another thing is that I really hope that the prototype comes out and is out at LEAST 1-2 months before the beta, since a prototype is a game just about playable, and is usually “released” many months or sometimes a year before the game actually comes out, it is something at the edge of playabe and I didn’t pay extra money to get a game 1-2 weeks before it comes out. (I would still pay for the game but you get my point, that it’s been a long time since the kickstarter and we who did pay more then others should actually earn something on it)
The informations on your topic (Releasedate of Prototype) are EVERYWHERE! Can’t you just take 10 Seconds to search for it? -_-
Your going top hell for lying.
If you would have really checked all updates you would have seen on the VERY SECOND UPDATE that the Prototype is coming up until october 17th.
Excuse me, If this question was…
What about the modding and API for modders?
It would be really nice to see mods for CastleStory.
Look to Minecraft – at least 4 popular mods: Forestry, Industrial Craft, Buildcraft, RedPower and a tone of small mods (my current minecraft build has 45 mods).
I think it is strictly required to nearest time after release – it allows to fund new and new money from new users, which want to get CastleStory.
It is new lives of the game.
What do you think about this? Thank you, Oleg
fuck you people! when the game is coming, if think yout only trickin’ us and took all money and now only brainwashing people!!!!!!!!!
Madbro?
What the hell did you just say fuk…?
Keep it up guys I’m sure it’s gonna be awesome. And by the way, the soundtrack is great thanks! Looking forward to playing the game.
“a way to display the exact opposite of a phantom brick, and then large patches of those (in the case of underground tunnel networks)”
Super-interested to see how you solve this. It’s a feature that could have massively valuable in things like Dwarf Fortress and Minecraft. E.g here (you only see the surface, even though there’s tons of stuff underground):
[...] poszukujecie szalonych i momentami dziwacznych twórców, zapraszam na blog sauropod studio (http://www.sauropodstudio.com/dev-diary-number-twenty-five/). Każdy wpis oprócz typowego pamiętnika developera jest również porcją niezależnej [...]