0.13 release is getting close. The programming guys are trying to finish the features so we can start internal playtesting and bugfixing next week. The art guys are working hard on the new trains graphics. In the meantime, here's some more information about the circuit network.
Hello, the forecast today says it is going to be 36°C, I bought two fans to help us overcome the crisis, but it is still quite rough.
Hello, We are down to 28 bugs on the forum. The last bugs are often the ones we have been putting off for a reason, they generally require some more meaningful changes and decisions. That is why this week we have a lot to discuss.
Hello, this week wasn't easy, I spent most of it in bed, drinking hot tea and trying to get healthy. The rest of it was spent by cooperation on the release preparations, which basically means bugfixing. Yea, and I also had to do the first steps of my wedding preparations, oh didn't I tell you? Now you know :)
Hello, So the last week has been very intense.
It’s been several weeks since we showed you the graphics for new high resolution circuit connector modules (FFF-202). However now is finally the time when we have them in the game. In this article I will briefly show you what was done both in the graphics and code, and what new benefits are there for you as players and modders. I find the 0.15 version of the circuit connector module has following “problems”: The wire connectors are different from the combinators. Wires sometimes completely overlap, making only one of them properly visible. Modularity - you can somewhat tell what is happening based on the LED states, but it could be much nicer. Connecting a belt always looks weird, while the yellow structure which holds the connector box could be made more specific. Some of the rotations are utterly useless. The Lua definitions are spread over every single entity, so revisiting them all is a big pain.
Hello, Another trains FFF!
Hello. It has been a quiet week in the office, we are slowly arranging everything needed for the office moving, which (if all goes to plan) will happen 7-11th of May.
Hello, long time no see :) We obviously have a lot to talk about when it comes to the game changes we recently did, or plan to do, but we don't want to share any of it yet. Yet, there is currently a topic very relevant to us and we can share it without revealing any specific changes to the game. Today's post will be quite technical and related to programming, so if you just came for the game news, you can safely skip this one.