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 Post subject: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 2:22 am 
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http://www.forgeplanet.net/starforge_build.php - Note: Registration system here is different than this forum, the registration on this page will be used for online modes, stats tracking, and hatch point purchases.

After a few weeks of harrowing work and awesomeness. The update is finally released! We first want to thank X10Hosting and Evolse Limited For hosting it on their servers for free, this is very much appreciated and helps everyone get any update quicker! And we also want to really everyone on these boards for keeping us going last night(70+ pages overnight), many bowed out and went to sleep, others stayed up injecting caffeine into their veins, but the update eventually came out, and everyone following here and on Teamspeak got it early! And then Steve and I collapsed and went to bed. :D


What is new/fixed in this build.

- Fixed Turrets
- Parkour like movement(automatic jumping up blocks)
- Better performance
- Easier controls
- Improved cube building
- Delete Turrets
- Settings Screen
- Founders Club names listed
- New level
- Other bug fixes

Removed from this build for testing purposes (to get it running on more comps and to help us understand the bugs better)

- Dig Mode; this build contains a non voxel terrain as we currently working on improving it's performance
- Atmosphere Effects; this build doesn't contain the atmosphere effects because of the issues it caused on some computers. We are currently fixing it.
- We hope to have both of the above back in sometime soon in the near future once they are properly tested on more systems.


But now that we've got some sleep and caffeine in us, we threw it up on all our sites. So now that it's released we thought we'd explain our methods for future updating. I think Steve explained it best on Facebook. :)

"
Will and I have discussed how we should manage the project and we are significantly revising our strategy from this point forward as far as releases go.

The bad news is it will be a little while longer before you get a "big demo" with all the features of the last one all working together in one release. Also, we cannot promise release dates except in special cases (such as for those who purchased HatchPoints and want something to do with them).

*But don't let this discourage you*:

The good news is we will be releasing smaller demos more rapidly. Since StarForge is made up of fairly complex parts it is difficult to QA and Debug when all of them are working together as a whole and then people tell us it doesn't work right.

We intend to do a divide-and-conquer approach where we break the project down into smaller mini-projects - one for the earth-to-space transitioning, one for the cubes, one for the voxel terrain, one for the physics... one for the in-game browser... and so on. Then combining them together is in itself a sort of project with its own special QA process.

It is much easier to be productive with this kind of focus, it makes everything much more manageable and maintainable, and it's much quicker to produce more stable, efficient, quality content - plus you'll all be the first to try it out. "

- So this update is like our first test of the physics movement and building systems specifically. In a future update you can expect us to do some improved atmosphere shader testing, and then voxel terrain testing both non-infinite and then soon infinite without that 5 minute loading sequence. This way we can test things separately and then put them together in the future again when they are super solid and bug fixed.

We are sorry for having to exclude certain parts for a bit, but we hope you understand it will be worth it to properly polish and get working for everyone as a whole. The first build will always remain up during this time too should you be able to run it.

Let us know what you think of this and our update. :D

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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 3:39 am 
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OMFGJESUSCHRISTFINALLY!!!!!!!

Sorry. Had to get that out of my system.

Absolutely ADORE the new update.
Though, I think you guys should work on the main aspects of the game before the little aspects that could be pushed aside, such as; work on material collecting rather than the webclient.
Just a thought.
But I love the new update, and keep up the good work!
I've been following StarForge for quite some while and haven't been bothered to post until this update came out. Keep it up! I might buy Hatch Points, though I'm not sure it's exactly worth it. Mind me and my poorness v_v


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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 4:47 am 
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Nice! I'm downloading it now, can't wait to play :D

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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 4:55 am 
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Few things:

Player seems to be slowly moving to the center (?)
Player can run off map and return high in the air and fall down(invisible barrier added?)
The outwards camera is waaaay far out than before, kind of thought that was a little upsetting. (Distance slider maybe?)
And I thought the space was unlimited, I built up and fall off, maybe that was self error?


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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 6:35 am 
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On the one hand, it's great to have the graphics sliders, so I can actually get the game to a playable framerate.

On the other hand, holy crap these controls are terrible. Like, I get that they're technically impressive, and it's really neat how the character's hands will move to push off walls and stuff, but I really have no idea why you think that this Assassin's Creed automated movement thing is a good idea.

There are lots of situations where I might want to move in the general direction of a wall without jumping on top of it. Ducking for cover in a shootout, trying to get a better angle when building, or any number of things. And there are even MORE situations where I might want to go DOWN a cliff without jumping. Like, say, if I actually want to go down. In either of those situations, if I DO want to jump, then I'll probably just hit the jump key. All automation does is make it possible for me to push a button to go in one direction, and end up going in a completely different one, which is kind of the hallmark of a bad control scheme.


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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 6:50 am 
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YESSS! SO far so awesome!

This update has so much more atmosphere in it. SO beautiful.

Bummed a bit that there wasn't any digging in the update, but the game runs a LOT better than it did before.

Keep up the good work guys! This will keep me entertained until the next update :P

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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 8:00 am 
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Not sure where to start with the movement. It is a step forward, but it feels even more restricting than before... I suggest not doing the automated parkour movements when holding items/weapons that use your hands, then people could just whip out their guns when they don't feel like dealing with your movement system.

Mostly, it would just give players options.


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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 8:04 am 
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I think the "auto climbing" should be bound to some key, Ctrl for example, and only when you're holding it your character would automatically try to climb obstacles.
Edit: Despicable grammar mistakes :shock:

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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 8:09 am 
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stormeris wrote:
I think the "auto climbing" should be bound to some key, Ctrl for example, and only when you're holding it your character would automatically try to climb obstacles.
Edit: Despicable grammar mistakes :shock:

Associating it with sprinting might be a good idea. If you're sprinting, your goal is to move quickly, so automated climbing and such would be welcome.


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 Post subject: Re: Update v0.1.1 Released! - Play it now!
PostPosted: Sun Jun 24, 2012 8:12 am 
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Draykon wrote:
stormeris wrote:
I think the "auto climbing" should be bound to some key, Ctrl for example, and only when you're holding it your character would automatically try to climb obstacles.
Edit: Despicable grammar mistakes :shock:

Associating it with sprinting might be a good idea. If you're sprinting, your goal is to move quickly, so automated climbing and such would be welcome.

I'd personally prefer it be a different key. This is why all PC games should have fully rebindable controls! (Which is often lacking in crappy console ports :|)

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