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Aleš Ulm

YLANDS TEAM
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Everything posted by Aleš Ulm

  1. Aleš Ulm

    Dev Diary #58

    Hi there, fellow ylanders! The year 2018 is about to end and I think I can safely say that it was a good year for Ylands. The team has grown, we were able to release several great updates, fix some of the most burning issues, and make great progress with fixing most of the remaining ones. We have entered the polishing / fixing stage, which will culminate in a few months with the release of Ylands 1.0. At that point we will start promoting Ylands fully, and new players will start pouring in... but we’ll just keep on going. We already know what 1.1 will bring, 1.2, 1.3... and soon you will know as well. Some things obviously didn’t go that well - we expected many things to be finished earlier. We have been waiting for what seems like a millennium to introduce some very cool things to Explore, but because of the very buggy AI and pathfinding, we were unable to do so. Fortunately, things have already started moving in the right direction, so in 2019 Explore will get the HEAPS of love it deserves. Yay! Ylands songs were played during a high-profile Christmas concert in St. Salvator Church in Prague As you all know, we had some difficulties communicating some of our steps, but hopefully we have learned from our mistakes and we'll do our best to make sure everything is as clearly communicated to you guys as possible. On behalf of the entire Ylands team, let me thank you for staying with us. There are literally tens of thousands of games out there - many of which are just breathtakingly good - and so we DO immensely value the time you spend with us, especially now, during Early Access. But even though we love working on Ylands and believe we still have a lot to show and achieve, we understand that in the end it’s just a game, and some things are way more important than that. With that in mind - let us wish you a great New Year in 2019. May you, your family and friends have love, happiness and good health. Stay classy, ylanders, and we’ll see you in 2019!
  2. Aleš Ulm

    Dev Diary #56

    Hey there, fellow ylanders. For a long time we have tried to separate general topics and those that covered upcoming features into two specific types of posts - Dev Diaries and Sneak Peeks. Lately the difference has started to become less and less apparent, so we believe it’s time to continue with just Dev Diaries that will, from now on, contain everything we want to tell you at that point. In other words: the name will always be Dev Diary from now on, regardless of the actual content. Now let’s move over to more important things - actually to VERY important things. This Tuesday, Ylands has been released in China as a part of Tencent’s Early Access programme. Below you can see the release video. Tencent's artists created an epic vision of what Ylands can become and we'll do our best to get there. (big grin) Jokes aside, this is a big moment for us. Getting to this point was anything but easy, but if we succeed in China, Ylands will get yet another boost that Steam players will benefit from - the team can grow even larger, issues are reported and reproduced faster and the game will become more "visible". It may sound like a cliche but we truly are extremely excited about this. It’s a great satisfaction to watch the first Chinese streamers play Ylands - even though we have no idea at all what they’re talking about, it’s obvious they’re having a good time playing the game (and so are we while reading texts shown in their channels "translated" by Google Translator - so unless Skynet is going to eradicate humankind with poorly translated jokes, the AI will have to evolve a bit more before it becomes an actual threat (smile) ). Chinese Ylands Early Access trailer (link leads to Tencent's online video player) And last but not least - Ane and Marci (in other words our "Ylands Community and Marketing Department") have started posting more interesting content through our social channels, from time to time we are releasing short Instagram stories where various Ylands devs talk about what they’re working on right now, and there’s some other interesting content being posted as well. If you want to know more about us and about what we do, don’t forget to check those once in a while! Speaking about being more informed - next week I would like to let you know what’s causing all those darn issues related to ships, and what are we currently doing to fix it. That’s it for today. Have a great weekend, ylanders, and as always - stay classy!
  3. Aleš Ulm

    Dev Diary #57

    I would definitely love to see something like that in Ylands! @bb cakes_P1 It's not not only about blocks, it's more about the colliders - most objects in the game have them (with the exception being things like grass etc.) and most of them have one collider each. But to simplify this a bit let's say that you have only blocks in your game. You create 250k of them (=250k colliders) and then you keep adding. What happens is, that the blocks added once the limit has been reached don't have any colliders attached to them so the avatars can walk/fall through them. Also every single block over the 250k limit generates a warning into the game's log (Unity does that, not us) when the game starts so if you have a lot of blocks over that limit it will severely impact the loading times of your game - with a lot of blocks over the limit your game can load real slow. That is what the situation is now. In 0.12 when we add colliders optimizations there will still be that limit of 250k colliders but it should be quite difficult to reach it. Imagine that you have a large wall made out of,say, 250 blocks. If it's a flat wall in the ideal world it should be possible to optimize it so that it's a single large collider. Obviously, this is an ideal situation since buildings are usually much more than just few primitive walls and so you can apply this ratio to your whole scene - but still the the optimization should allow you to create MUCH more complex games than before. Also I believe this limitation in Unity will eventually be made less strict or removed since in the last few years the engine has been becoming more and more powerful.
  4. Aleš Ulm

    Dev Diary #57

    @RedEagle_P1. I believe they do, but I can only speak for Ylands. This is actually a very complex problem and it depends on lot of factors (as I, a non-programmer, believe ) - the engine they're using, how is their world simulated, how does their MP work etc. Actually this would be quite easier for us if we adjusted (as in "made more simple") some of the games features but we decided against it.
  5. Aleš Ulm

    Dev Diary #57

    Making thunderstorms lethal: I can't promise it will be present in 0.12, but we do plan to make the game a bit more dangerous and one of the things we plan is for thunderstorms to sink small ships / rafts etc. Optimizing buildings: you're right in guessing that those objects that will be internally "merged" together will be indivisible and destructible only as whole. However, it is perfectly fine (and it is actually how we'd like the creators to use it) for you to "merge" only some parts of buildings like walls, leaving some parts out - like all interactible elements but also things like windows so that those can be broken etc. And since you mentioned groups - if you're looking for a better control over your creations in the Editor, I believe that our 2019 Roadmap that we'll talk about early next year has something you're gonna like. Is that a challenge? Well, wWe can always use something complex to test our new features
  6. Aleš Ulm

    Dev Diary #56

    Oh, I forgot about one more thing - we're received some games from our community to check why are they still running very slow. So far the main culprits have always been (just as we expected) ships. Even if you have one ship in your scene - even if doesn't move, if it's SP, it can slow the game down easily by several dozen fps. This is something that will be fixed in 0.12 and I will talk about it in the next Dev Diary. If your game doesn't perform well enough even without ships, please send them to me via PM, we're always ready to check the out. Thanks again!
  7. Aleš Ulm

    Dev Diary #56

    FPS cam will be back, it was removed for fixing until 0.12. Now that is not entirely accurate . It will take much longer for us to bring fully working and polished 1st person back (a LOT of things will have to be (re)created - pretty much every avatar animation will have to be changed, combat will have to heavily adjusted etc.). As we said when we removed it - we don't have enough resources (people/time) to do this before 1.0 so it will definitely come at a later date (just like the water simulation). It's true, though, that for 0.12 we are planning something related to this, but I would like to address this in one of the first January Dev Diaries.
  8. Aleš Ulm

    Dev Diary #56

    I am guessing the person in charge of the Ylands development team is a rabid raccoon with a magic 8 ball Now that would be a fun (although somewhat unpredictable) boss to have Seriously, though, we've not yet reached 1.0 (we still have few months ahead of us) but we will be fixing and improving things even beyond that. I understand that removing 1st person view wasn't a popular move, but switching to it because there may be some issues with 3rd person view during combat isn't really a solution. If there are issues present, we'll find them and fix them. If you like the game and want to help us with that, you can report those issues or create a post with feedback. As for the Tencent Ylands version: players are indeed required to have WeGame client installed (which is similar to Steam). You don't have to worry about them having access to something present in the video that the Steam version doesn't have - in the trailer they are showing how they see the future Ylands games, it's a vision of things to come. We really like what they've created and who knows what Ylands games / Explore worlds will look like in the next few years?
  9. Aleš Ulm

    Dev Diary #53

    Hey there, fellow ylanders. This week we have finally released the update 0.11 “Peak Performance”. It is by far the largest update that we’ve done so far. We’ve been working on the optimizations for quite a long time and are very happy with the results. In massive scenes with tens of thousands of objects we’ve seen FPS rise well over ten times. In newly generated games without lots of structures (like Explore), the FPS gain is lower but still noticeable. The important thing is, though, that the optimizations aren’t only about getting higher FPS - we managed to make the game run smoother in general, and we are far from being done! We have made some serious under-the-hood changes and improvements, so it's quite likely that we also broke some things. This is why we'd like to ask you to report any bugs, anomalies, or flying sharks you experience. As we've said, this is just a step (an important one) towards improving the game and further fixes, changes and performance gains for custom ships and multiplayer modes are coming with update 0.12. With the new optimizations Ylands runs faster and smoother - anyone fancy a race? While we are very happy about the features present in this update, there are things we could have done better. The most obvious error is that we were unable to communicate properly to our players how some of the new or updated features were supposed to work , which made it difficult to use those. We could have been clearer with telling what the intended behavior is and what issues need to be reported and fixed. Because of the sheer size of the update, we focused almost entirely on getting things done and didn’t put enough effort into making sure the changes to existing systems were documented and explained well enough - for which I apologize. We’ve discussed how we need to improve this - we will take some steps to fix this for 0.12 and will do a much better job in the future. I will talk about the steps we intend to take soon in one of the Dev Diaries. We’ve been analyzing all the feedback you’re providing us with and will release several fixes and improvements in the upcoming small update 0.11.1, which - if everything goes right - should be released in a week or so. In this update we also plan to let you enable the first person camera via console command (as an experimental, unsupported feature). At the same time we will be actively working on a better solution to this problem. Another thing that you’ve been asking about is the termination of the official Explore / Create servers. This was a decision born out of necessity, yet could have been communicated much better. As most of you know, these servers were not moderated by us, filled with griefers and people who were actively looking for ways of spoiling the fun for others. Even though we’ve introduced several features and fixes that helped with some of the issues, many others remained. For many new players these servers are one of the first places they go when they start playing. The fact that those were our official servers made it look like this is something we consider fine. After getting quite a lot of feedback on this we’ve decided to terminate those servers until we come up with fixes for several specific issues. When we do, we will restart those servers - we consider them to be a very important experience, especially for the new players. It goes without saying that even those running their own dedicated servers will benefit from those fixes and improvements. So the bottom line is: this is a temporary answer to a problem we are facing, and we are doing our best to solve it - so yes, the official servers WILL come back in the future. That’s it for today. Have a great weekend, ylanders, and as always - stay classy!
  10. Aleš Ulm

    Dev Diary #54

    Hey there, fellow ylanders. On Wednesday we released a small patch: 0.11.1. In this patch we have addressed some of the issues you reported right after you played “Peak Performance”, and made some improvements as well. First of all, I'm happy to tell you that this update brings many new music tracks to the game, while vastly improving some of the existing ones as well! Secondly, just like other similar games where multiplayer plays a major role, in the Home menu section it's now possible to rent a server (or a server “slot” to be more exact) where you can upload your game. This comes as an addition to options like hosting the game yourself or turning the games into “Sharegames” (which are, under most circumstances, hosted by us for free). Renting a dedicated server slot will provide you with a very secure and reliable service with the server located in a datacenter closest to your area. We believe that many of you may find this convenient, and what’s more - since these servers share the code with what we make available to players, any improvements we make to these servers will be available to those running their own dedicated servers. Those interested in renting a server may find more information at this FAQ. So that's what happened this week, now let's talk a bit about the future, shall we? We have started working on several features for 0.12 even before 0.11 was released, and we plan to keep you updated very thoroughly until it’s released. Let me just name some of the planned changes and improvements. multiplayer optimizations (especially related to ships) main menu overhaul (based on player feedback) with a slew of new features such as a better, more logical and more accessible structure, quick game finder, and much more ingame user interface overhaul radial menu overhaul improved hints improvements based on your feedback related to the removal of the first person camera (we will discuss this again quite soon) many camera-related improvements and fixes and, as always, many fixes. 0.11 brought a huge number of fixes and I think it's safe to say that 0.12 will be even bigger in this regard For some time now we were quite focused on the Editor and Visual Scripting. While we will keep bringing new features to the Editor with every single update in the future, we feel it’s time we made some improvements to the Explore mode and the base game mechanics as well. Basically we are working on something that should give you some direction, goal - to make what one could call the “end-game” more interesting. How much of this will be present in 0.12 I can’t tell right now, but I'm pretty sure there will be something for you to notice. Ready to go exploring? (Spanish galleon courtesy of @amoreno1able) Also, we are planning some changes for 2019 related to how we inform you about everything. So far we've tried to make sure that some features in the games come as a surprise to you. This "secrecy" has often resulted in you, the players, being pleasantly surprised by some of the changes, but at the same time it has opened doors to possible misunderstandings. While there are still some things that we will keep secret (like some features related to the new world that is in the works), we would like to be more open about the development. As a part of that, we would eventually like to provide those interested with access to updates some time before we release them (this will be very important, especially for the creators who will be able to check their creations and provide us with feedback in time). And finally I would like to let you know that earlier this week we have fully refunded every player who has ever bought any decorations. If you're one of them, all the coyns you spent on decorations have been added to your balance. That’s it for today. Have a great week, ylanders, and as always - stay classy!
  11. Aleš Ulm

    Dev Diary #55

    Hey there, fellow ylanders. Today I would like to address one specific concern that some players seem to have. You’ve probably already noticed that we're getting closer to Ylands 1.0 and thus the updates contain more and more fixes, optimizations, and improvements - and yes, at the same time we decided to temporarily disable some features even though it wasn’t easy. The good news is, however, that the game runs faster and looks better, and once we do some MP-related improvements, we believe we will be quite close to the full release. With sandbox games it’s quite common during this stage for players to grow concerned about the fact that feature X or Y may not be added before the game is “released”. To feel that the game, if it stays this way, is missing something essential. Let me assure all of you that we still intend to put a lot of effort into the game before we leave Early Access and we believe you will be happy with what will be added / improved before that time. That being said, we understand these concerns. We’ve said that for us everything begins with Ylands 1.0. We have some very cool things in store for you in 2019 - both features you asked for and features that you didn’t know you wanted until you laid your hands on them. We’re planning to add some very original features and fresh ideas in Ylands - something we wanted to do for a long, long time now (with sharegames being such a unique feature and an indication of many of the cool things to come!). Are you ready for some treasure hunting? ( Pirates vs Indians! game made by @Igor Quintero) To make sure these are not just vague promises, we will present you with a post-Early Access roadmap for 2019 sometime next year. You will see that if anything, the pace of adding new exciting things will accelerate. That we definitely are not interested only in expanding the Editor and Visual Scripting, but that Explore will get a ton of love as well. We hope that not only will this help you better understand where we’re headed and diminish those concerns, but that we will be able to cooperate with you better than before. I’ve been saying this for several years now, so someone can possibly say that it’s getting a tiny bit old, but since it has remained true the whole time and nothing has changed since that, I feel there’s no harm in repeating this: We’re just getting started That’s it for today. Have a great weekend, ylanders, and as always - stay classy!
  12. Aleš Ulm

    Dev Diary #55

    Thanks. We've already noticed some people reporting losing control over their ships - we're looking into it. Speaking of how well games run - the optimizations we made were aimed at visual side of things (basically rendering a lot of things is now much faster). There are still some things that can slow down games quite significantly - especially having ships in your world (even those that are not moving / in SP ). Many of those things will be fixed in 0.12. Unfortunately sandbox games are quite difficult to test and it is possible that we may overlook something when fixing things - if you want to make sure your game runs as fast as possible in 1.0, the best thing to do is to send us the game so that we can take a look at what is slowing it down (that goes for everyone - we're appreciate a lot when players help us this way). It goes without saying that your game will be safe with us. Whoever has a game with unreasonably low fps (considered the PC it's running on) feel free to PM me if you have anything we can take look at. Thanks.
  13. Aleš Ulm

    Dev Diary #55

    Alright! As for 2) - do you think you could provide us with some of the scene that runs slow? We should be able to find rather fast what is the cause of that (many times it's actually not something obvious like a high number of building blocks etc.).
  14. Aleš Ulm

    What are you playing this weekend?

    If I have the time I'll spend some of it playing West of Loathing or South Park: Fractured But Whole
  15. Aleš Ulm

    0.11: Peak Performance (19/11/2018)

    There's nothing curious about that - I haven't yet addressed some other points as well . But so that it doesn't seem like I'm avoiding this specific topic - yes, I agree that many changes were poorly communicated. I apologize for this - delivering this update was extremely difficult and we focused almost entirely on getting things done and communication suffered because of this. We'll make sure we will do a better job with 0.12 and every update after that.
  16. Aleš Ulm

    0.11: Peak Performance (19/11/2018)

    Also please note that while some of the features may seem like we only adjusted how things are controlled etc., there have been some massive changes done under the hood (some related even to things that will come at later stage) so very likely there are things that will need additional fixing even though we put a lot of testing into this update (much more than with any other before). Doing major changes to a sandbox game is quite tricky - but even though it hurts (and can, quite obviously, be unpopular) it is something that just needs to be done before 1.0 while still in EA. Once the game is released we won't be able to perform internal changes on this scale (or it will be extremely difficult). So if you encounter any issues please report them and they will get fixed. Also do tell us what you like or don't like - although for the sake of discussion it would be better to maybe start separate topics ("How building needs to be fixed / improved" etc.) because things get always quite confusing when talking about various issues in one thread Thanks.
  17. Aleš Ulm

    0.11: Peak Performance (19/11/2018)

    I've been on these forums for close to five years asking for players' feedback and if you take some time and go through its history you'll find that we've always listened and actually most of what players had been unhappy about was fixed or improved (with some features completely reworked) - so yes, we do want your feedback and we do listen to other opinions I honestly don't think I was being defensive - actually I think that when you read a message posted 14 hours after an update has been released saying that that things are super wrong and that several players have decided not to play the game anymore and others are planning to the next logical step just has to be figuring out if it's really because of the update. Also I just made a point that it takes time to get used to new things which was meant for every single player who visits this thread, sees the things in the similar way as the original poster and reads my reply. You may think that it's something that goes without saying but having released over 30 updates so far I can tell you that it's not that obvious to everyone and actually for pretty much every major change we released we always got some immediate "it's much worse than before" reactions so I think reminding players that these things take time never hurts. I think it's awesome that you and your friends have sunk so much time into the game and you without any doubts know the game inside out but to translate what I said into "I think you're stupid" is maybe going a bit too far. As for the issues you've pointed out - what we need right now is few days to process all the feedback and then we'll get back to you. I would like to mention one specific thing right away, though, the fact that you get very low fps in MP doesn't have anything to do with the actual game performance, it's due to MP issues (if you have some ships in the map it's very likely because of them - there are some other things that can cause this, though) which we promised to fix in 0.12.
  18. Aleš Ulm

    Dev Diary #52

    Hey there, fellow ylanders. I bring good news - the waiting for Update 0.11 is pretty much over and we believe that this will be the last Dev Diary before it’s released. We are now fully committed to doing the last few tests and wrapping up everything so today’s diary will be rather short. Let's summarize the main features of Peak Performance: Large performance improvements, especially in scenes with many objects Combat 2.0 - new combat engine where you can not only combo light attacks and heavy attacks (different for each weapon type) together but can also dodge and parry attacks Building 2.0 - improved object placement and snapping allow for a more streamlined, easier and better building experience Vicinity looting - a fast and intuitive way of picking/dropping items around you Improved character faces Improved digging Quick and intuitive way of accessing Workshop Compositions directly from the Editor Numerous Visual Scripting improvements Two new pets You can now colorize vegetation You get to see nearby ylands on your compass There is a new notification system in place New loading screens New and improved music tracks Water rendering improvements Shadow rendering improvements Direct / indirect light model improvements Mastering the art of blocking and dodging has been proven to have a positive impact on life expectancy At the same time we have disabled the water simulation and first person camera mode temporarily (see previous Dev Diaries for further explanation) but they will return eventually. We’ve made a lot of changes in 0.11 to make sure that in many situations switching to first person camera is no longer necessary and further improvements are planned so that the 3rd person camera view works better in tight spaces. Please note that the current first person camera will soon become available as an experimental, unsupported feature accessible via console command. There’s actually much more in 0.11 - there’s around 300 fixes and improvements (and those are only the issues that players might be interested in knowing / which are not too technical - in fact the number of all fixes and improvements in 0.11 is close to 1500). We are super excited about this update since it is the biggest one we've ever released, choke full of goodies and you are going to be able to play with ALL of them very very soon! That’s it for today. Have a great week, ylanders, and as always - stay classy!
  19. Aleš Ulm

    0.11: Peak Performance (19/11/2018)

    I understand that any change can be difficult to adjust to and I also understand that people are different and what feels right to one can feel wrong to someone else. However, just like with every other change it is necessary to give it some time to evaluate its impact. For example we had only very positive feedback on the new building mode but it's possible that to those who were used to "old" style of placing/building the new system will feel just less intuitive or plain wrong (and it's actually something we always expect). At this point the update has been out only few hours so I would be actually surprised if those who build hundreds or thousands of blocks would have already got used to the new system. Also are you really talking specifically about this update? Because as I said it's been out just few hours (I think around 14 ) and you have already noticed decline in interest / activity among your friends, with 6 not playing the game anymore and other considering being just admins? This happened in the 14 hours since this update has been released? Or are you talking about the the state of the game in general? I'm asking because so far we've been getting mostly very positive feedback on this update...
  20. Aleš Ulm

    Petition to re-add first person view

    Ouch, for some reason only my second post appeared in here - what I said in the first one was (in a nutshell, I'm not gonna type the whole thing again ) that lot of you think of 1st and 3rd person as something mutually exclusive when actually one of the possibility for 3rd person mode when used in tight spaces is to become sort of 1st person view - the camera would simply move where the character head is with it becoming transparent so you'll actually get the best of both world in one mode. This is definitely one of the improvements we want to try (actually the vent system will be a good place to test this) - I feel this needed to be said because you guys seem to think that when we talk about 3rd person camera it means the kind of camera that's pretty much useless in tight spots
  21. Aleš Ulm

    Petition to re-add first person view

    Based on you feedback we discussed the idea about having first person camera available as an "experimental" mode accessible via console and we will be adding it some time after 0.11. Please note that it being "experimental" means there will be no support for it - there may be visual glitches, controls issues etc present. When we start working on a new 1st person camera in the future, it will be done from the scratch, not by improving / fixing this obsolete code.
  22. Aleš Ulm

    Petition to re-add first person view

    I'm not sure how 3rd person can manage to do what first person did in tight spaces or within structures for selecting and block placement. The new building mode makes building better in 3rd person view in the new building mode - you can control how close to you the object you're placing is, which helps a lot. Please note that I'm far from saying that building in tight spots in 3rd person camera in 0.11 is just as good as it was in 1st person view - but it's been improved a lot and we will improve it even more in 0.12. You don't really have to think of 3rd and 1st person camera as two mode which are "incompatible" - for example I can imagine that under some circumstances (like building in tight spots you mentioned) the 3rd person camera can actually move pretty much inside character's head, resulting in a view very similar to one you have with 1st person camera.
  23. Aleš Ulm

    Sneak Peek #59

    Hey there, fellow ylanders. It’s a lot that Update 0.11 is going to bring to the table, so let’s once again uncover some of those features for you. We’ve already mentioned that with 0.11 you will be able to find other ylands around you more easily. Eventually the ylands will pop up in the distance but until that happens we came up with a temporary solution that works like a charm. The ylands around you are indicated inside the compass that is visible when you're in control of a ship. Don't worry, though, that we would make it too easy for you. We all know how much fun the actual process of exploration is, so you can forget about seeing all the ylands appear on your compass right away You will still have to pack some food supplies as you set out into the great unknown... And another new thing: we liked how our avatars looked, but who says they can't look any better? Well, certainly not us, because we've just improved them (and even their bodies to a certain extent). We even threw in some brand new ones. We're very happy with the result and the feedback we've been getting so far about these has been nothing but very positive. It's that (scary) time of the year again! (Halloween courtesy of @spyler.1989) We must make sure that when Ylands 1.0 is released all present features are working as they are supposed to. That leads us to the water simulation. If you don’t play the game in multiplayer, chances are you didn’t come across any of the truly serious issues, but in multiplayer this feature can become a real nightmare - resulting in some very unpredictable behavior and even severe exploits. There's no easy fix for this, the water system needs to be rewritten. Once that is done, it will look better, run faster without any issues, and we'll be able to simulate very cool things you asked for - like lava or rivers. Unfortunately we won't have much time to work on this before 1.0 is supposed to hit, so after spending a rather long time discussing this, we decided to disable water simulation in 0.11 and keep it that way until the system is reworked. That will happen some time after 1.0 is released in 2019. What does this mean? Well, actually not that much Visually the water will still look the same. You will be able to swim both on the surface and below. There will be waves, ships will sail over it as they do right now. Only when you create a hole, the water won’t start flowing into it. You won’t be able to add water with the Terraformer. We know that this is quite a change, but it's definitely not permanent (we would like to add at least some way of adding the water to selected areas in the Editor before the new system is available), and we feel it’s better to do something more radical like cutting a feature out, rather than releasing something bugged in an otherwise polished game version. Of course we'll gladly discuss this with you below this post! That’s it for today. Have a great week, ylanders, and as always - stay classy!
  24. Aleš Ulm

    Sneak Peek #60

    Hey there, fellow ylanders. The updates we've been releasing during Early Access keep getting bigger and bigger so it should come as no surprise that Update 0.11 named “Peak Performance” is going to be, once again, a huge pile of goodies. We've already talked about most of the features this update brings in the past Sneak Peeks, but there are still some things we haven't covered. With the cool new visual scripting in place we’ve been working on a fun new multiplayer Ylands game we call Gold Rush. We’ll deploy that on our servers so that once you get 0.11 you just click a button (if you visit MP Lobby screen you surely won’t miss it), we find the best server for you with an empty player slot and take you there - this “auto-join” is also a new feature in 0.11. We’ve spent a lot of time testing it and we're having a blast playing...and hopefully you will too! There are times in the game when we need to notify you about something and so far it was possible only through ingame warnings or a console - neither of which are ideal solutions. Starting with 0.11 we’re introducing a new system of notifications so whenever something important that needs your immediate attention happens (for example, if due to connectivity issues your Sharegame wouldn’t save properly) a cool looking notification pops up. For now we support only “critical” game events but in 0.12 we’ll add other kinds of notifications as well as a notification center where you’ll be able to conveniently go through all of them. It's good to have a grill ready when friends come to visit! (Grill & Pergola courtesy of @Chromedome2) We’ve actually did mention this some time ago but since it’s an important change it makes sense to remind you so that this doesn’t catch you by surprise. Just like we decided to temporarily disable water simulation, in 0.11 we will be also disabling first person camera mode which was never fully supported by many game features and modes. We know that many of you have been using the first person mode when performing specific tasks like building and precise object picking. You don’t have to worry, though, because in 0.11 we made sure all these areas are improved (by implementing a new building system, vicinity objects slots, and others) and we’re pretty sure you’re going to love those improvements. As for the first person view - we would definitely like it to return to the game at a later date. We said several times that “Peak Performance” brings better performance and the game runs generally more smoothly, but I realized that so far we’ve never mentioned memory consumption. Up till 0.11 if you had a lot of building blocks in your scene the memory consumption could be extremely high. Truly massive scenes that used to consume over 10 gigabytes of RAM now take up only about on third of that. In other words - the memory this huge scene consumes is now quite close to what a newly started game with no buildings at all takes up. I'm pretty sure that some dark Programmer magic had to be involved but since this means we all can now create huge exciting worlds... I think I'll let it slide this time. That’s it for today. Have a great week, ylanders, and as always - stay classy!
  25. Aleš Ulm

    Sneak Peek #60

    Guys, I totally understand that you're worried that without the first person camera some things may be difficult (if not impossible) to achieve but I think you should give us a benefit of the doubt and wait till 0.11 comes out. You mention things like problematic building and combat in 3rd person mode - both of which have been reworked and are now much better in 0.11. The update is coming out very soon, so be sure to give it a try and let us know how do you feel about those new systems so that we can improve then even further. Machinimas: we see this as something extremely important. Adding some editing video editing tools in future is a must - but I hope we will be able to add at least some small improvements to free camera before 1.0 to make it more useful.
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