![]() ![]() People have been where you are right now, and it can save you a ton of time to learn from their mistakes. It may sound odd, but I highly recommend it to anyone embarking on a new adventure. Right now, we're mainly trying to get newsletter sign-ups so we can let everybody know when they can join our next test.Īnother thing I've been doing is reaching out to friends and acquaintances who might have advice for me. So far, I've not been too successful, but there are already some mistakes I won't repeat. It's a fascinating thing to get into, and I'm starting early to find out who our target audience actually is and how to reach out to them. Other than that, a surprising amount of work went into performance marketing, more specifically the dark art of Facebook advertising. I've spent half of my first week on the job gathering tasks for the months to come. While this seems a bit arbitrary at the moment, this will allow us to implement some interesting game mechanics later on! Ships could be equipped with better navigation computers or planets could have special navigation hardware that reduces that safety distance and possibly shorten flight times. Below you see the current visualisation of a departure and approach segment while planning out a flight. Instead, they appear in a safe distance (0.5 astronomical units at the moment) of the planet and will have to do a short slower-than-light flight to the target. Just like the departure segment it works like this: when jumping into a destination star system, the ships will not arrive directly at the destination planet anymore. This week I was busy implementing the counterpart to the departure segment of faster-than-light space flights I described in devlog #114: the approach segment. Enough work for the weeks to come :-) Michi (molp) my next dev logs will deal with the display of the resulting notifications in the client and how alerts get translated to actual notifications outside of the game (like sending an email). So far, all of this happens on the server only. When something happens within the game the player should know about - like a new trade for one of their orders, a workforce starting to become dissatisfied or a production line running out of work, to name a few - the system generates an alert. First item on the list: Alerts! Alerts are the first (and mostly internal) layer of our new notification system. No wonder our release plans are as durable as a snowman in summer.Īnyway, I found back into Prosperous Universe's server code rather quickly and got to work. I knew I was busy with other stuff, but I wasn't really aware of the amount of time that's passed. To be honest, that left me a bit shocked. Good news everyone! I actually had several days of quality development time this week! Due to customer work, development of our new payment gateway and the Christmas holidays it has been almost three months (!) since I last checked in changed to the game's codebase. Meanwhile, Michi's system for FTL (faster than light) travel is nearing completion, and we can't wait for our testers to give it a whirl. ![]() notifications a player receives outside the game when something noteworthy happened to their company. Martin spent most of his time implementing alerts, i.e. While Michi and Martin (!) continued working on the technical side of things, Julian has mainly been writing down ideas and planning tasks for the coming months.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |