Developer Blog #31 - Optimization, New Suns and Heal Beams.

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Developer Blog #31 - Optimization, New Suns and Heal Beams.

Postby Azuca88 » Sat Nov 15, 2014 1:05 pm

Server Optimization.

Last week we mentioned that we will be opening up the server to everyone who backed us for a steam key during our Kickstarter campaign. So right now, we will be focusing on polishing the current state of the game and adding in additional content and systems.

We have been working around the clock to get everything fixed, we've made good progress. Pretty much every network interaction has been refactored into separate interaction handlers and reworked to be compatible with the proxy server. Server startup was pretty tricky, there were a lot of conflicts and transaction errors, but we were finally able to get all of the servers running today. There are still some connection problems during client startup that need to be resolved, and likely a couple of broken client-server transactions to address.

Everything will probably be working again tomorrow, or Monday night at the latest though there will still be more updates and improvements on this front after that.

Various optimizations are also currently being done on the server side to prepare for the influx of players onto the server and to make the game more stable.

UI and Game Additions

We are heavily into the process of polishing up many of the UIs in Novus AEterno and we are also adding various UIs and a initial key binding system into the game. We are also working on a system where a player will have multiple pre build keybinding schemes available to him or her when she goes in to the keybinding menu.

The Ship skinning system is almost ready to be placed onto the server. The finish touches are being done on the UI, which is the final piece before it is completed.

We have added in new star types for greater variety within the game universe. Changes are also being made to the effects associated with the sun to allow for a more authentic feel.

We are also working on a large amount of other environmental elements for Novus AEterno; and we really do mean a large amount. We wish to make each and every solar system feel unique and different from the rest, therefore we wish the game to have hundreds of different celestial objects to choose from when generating a new solar system.

Finally for this week, I will leave you with two words: “Healing beams”. It came up during this week’s developer meeting and I will not say more on the matter, but as someone who loves playing a supportive role when it comes to MMOs, I found it to put a smile on my face.
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Lord Tyrius » Sat Nov 15, 2014 1:09 pm

Awesome! Good to hear that it's all coming together nicely!
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Aetherblade » Sat Nov 15, 2014 2:48 pm

Yep, we are currently in a mode where we are finishing a LOT of different things. Really nice to see it come together well :).
Guide to the game:
Link
Game tutorial videos: viewtopic.php?f=33&t=2901

Want to keep up to date on the playtesting / server status, or just talk to the developers? The steam group is a good way to get in touch! We are always in chat on Thursdays and often on the days as well to talk with you guys about whatever :). Link: http://steamcommunity.com/groups/NovusA ... filtrators
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Huginn » Sat Nov 15, 2014 4:48 pm

Cant wait to see proper fleshed out systems with key elements of strategic importance. Also the system sizes being proper. That's something ive been looking forward to.
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby chaomera888 » Thu Nov 20, 2014 8:23 pm

SO excited to be able to get on again, looking forward to testing all the new systems :D
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Godhammer » Fri Nov 21, 2014 5:22 am


- Update 1 - Nov 21, 2014 6:22 am


Sorry for the delay, this has been a tremendously complex update and has taken longer than hoped. I've got a local (seemingly) stable build, and will be working on pushing out a dev update overnight. I'll update this thread as I make progress.


- Update 2 - Nov 21, 2014 6:30 am


Executables rebuilt and deployed, updating databases. This could take a while.


- Update 3 - Nov 21, 2014 6:55 am


Database Update 15%


- Update 4 - Nov 21, 2014 7:39 am


Database Update 30%


- Update 5 - Nov 21, 2014 8:35 am


Database Update 45% - Bear with me, this is not an automatic process :)


- Update 6 - Nov 21, 2014 9:09 am


Database Update 60% - Database progress, still need to configure the settings and commit a new client update after


- Update 7 - Nov 21, 2014 10:23 am


Database Update 75% - Tricky one, next one should be quick though


- Update 8 - Nov 21, 2014 10:26 am


Database Update 90% - Freebie!


- Update 9 - Nov 21, 2014 11:47 am


Most of the databases are updated, unfortunately I'm just too tired to keep going today. The keyboard is starting to leave an imprint on my face. After getting some sleep I'll get back to work and start updating this post again.


- Update 10 - Nov 21, 2014 11:24 pm


Slept, took care of some problems, back to work. :)


- Update 11 - Nov 21, 2014 12:38 am


Working on a problem with security credentials, it's a little more complex on dev server to keep things safe.


- Update 12 - Nov 22, 2014 1:23 am


With some help from Sypheria (our resident DB guru) we got it working. Onward!


- Update 13 - Nov 22, 2014 3:38 am


Servers all start up and run -- configuring them and debugging authentication


- Update 14 - Nov 22, 2014 4:05 am


Found pesky bug -- fetching boot


- Update 15 - Nov 22, 2014 5:30 am


Connected and playing using dev client, still need to fix some bugs though. (I'm assuming you want to be able to build ships? )


- Update 16 - Nov 22, 2014 8:46 am


Everything seems to be working. Updating some assets, making a clean build, and doing one last test before updating the Infiltrator client.


- Update 17 - Nov 22, 2014 8:30 pm


The infiltrator client is now up and running.
Make sure to have god rays disabled for now, it will cause you to crash
I'll address that issue first thing when I wake up. Thank you for your patience. This change has been dreaded for a long time, we knew it was going to be rough but it's a critical update to make the game more stable in the long run. Your support gets us through these crunch times! :)
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby chaomera888 » Fri Nov 21, 2014 8:30 am

Sweet! And no worries, I'll wait however long I need to for a great game such as this!
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Lord Tyrius » Fri Nov 21, 2014 8:53 am

You will make it! Image
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby firespier » Fri Nov 21, 2014 9:04 am

it can feel it its near ^^
1. Everything which can go wrong will go wrong
2.Never underestimate human stupidness
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Re: Developer Blog #31 - Optimization, New Suns and Heal Bea

Postby Fengyea » Fri Nov 21, 2014 4:13 pm

Watch on youtube.com
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