Running the Routes

I know the resource routes were a bit of a polarizing game feature.  Most people either loved or hated it.  Well, here’s a quick video showing a short one in action!

A couple quick notes:

  • We only have the one street template to work with at the moment which I tried to piece together from a full street snap of one of the old ones.  We’re working with TS to see if we can get access to the original templates.
  • Butler motion is still a little buggy.  Most of them are standing still next to the house, but one of them (the one on my street) is stuck in front of my tower.


A few cooperative things!

Short little video for you guys today demonstrating some cooperation, rather than solo gameplay. Varaeth and I wanted to show you a few new two-person things that have begun to work since we’ve been working on the game. We showed you back in March that collaborative mining was working, but quoin sharding was not. Trading, transcendental radiation and even partying also work again. The party space is full of unconfigured spawners and teleport markers.

(Pardon the overall lack of polish in this video…we started to film it, then I had to reset the server for other reasons, which of course meant we both forgot to grab a quoin to get those badges out of the way. The reason it takes Varaeth so long to join me when we dive into the pool is because he was getting his badges and had a little lag on his end…

TL;DR: staging can be harder than you think when you’re still building a gameserver!)

A small peek into Ur

It’s been many months since we’ve been able to show off some basic gameplay, but we’d like to change that. We have a few videos planned for you all, so get ready! What I’d like to demonstrate to you today is how many higher-level things are happening in the background at the moment.

You’ll notice some weirdness which we will of course be attending to. Those poor street spirits will be dressed up properly very soon. If you missed Aroha’s tweet, we put a temporary room in the game for the locations we don’t have yet; this cut out a good number of errors so we can focus on the ones we need to fix. There’s some visual “noise” that’s from the god-client, like all those tooltips and things highlighting as I walked past them. (Or did that happen before? I forget!)

Anyway, without further ado:

A note on the achievements happening back to back: Glitch counted everything. I have been astounded looking through this code to see how much counting occurs. When we set up our player data for testing, by default we made them level 26 with some currants and iMG…the game just has a bit of difficulty parsing that with the fact that we didn’t earn them. Picking up a currant forces it to count, and it goes “yay, you have so much money!” and fires off all the relevant achievements.  Don’t worry, we’ll be starting from scratch when the time comes just like everyone else!