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2018 New Year update and Roadmap

News and Announcements from the Staff.
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HE-Sarrene

TR Staff
Posts: 222

2018 New Year update and Roadmap

Post#1 » 23 Jan, 2018 7:09 am

Welcome to 2018! First off, we would like to thank all of you - the players! Your feedback, testing, suggestions and ideas have been incredibly valuable to us in bringing life to the world of Rhyldan. We look forward to your continuous participation and enthusiasm throughout the year of 2018!

We are excited to present our first update of the year, which also includes an updated roadmap. Here, we will explain some of what we have been doing and what to expect during the year. You can view the full article Here: https://therepopulation.com/news/commun ... ar-roadmap.

A new survey about combat will be released in the next few days. This survey is to get a good idea of players old and new, their thoughts and general take on games in general and in The Repopulation. Once this survey is up, we will update and give you the direct link. If you have not taken the other surveys, it is not too late, you can easily go to this link and take them any time at The Repopulation Surveys here: https://therepopulation.com/media-gallery/surveys

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What we have done this month

During January we have been focused on moving new development forward, while cleaning up and patching content from the 10.2 update. The dev team has also managed to clean up and remove over 500 unused areas from the dev server and the next build. This will speed up build times and help reduce cache and file sizes for players, improving performance and gameplay for everyone.

The new targeting system has been finished and is currently undergoing thorough testing. We've continued extensive development in our Prototype world in preparation for art, content and new maps. Currently we are finishing the new Tutorial/Starter island on the Prototype server and once we've pushed this to live, we'll begin focusing on player and player nation housing placement and spacing. Testing will be done on the Prototype, and when approved the development will begin on the dev server for the rest of the world.

We have been “whiteboxing” in our Prototype world in order to test and create a clear design idea before pushing forward with developing on the dev server. This allows us to test, change and alter without adding conflicts to the current code, as well as preventing clutter on the dev server. This means smaller sized updates to the players that don't include all of the unwanted or unneeded data as well as art.

Process for much of the world and art development: (Note that not all development needs to be done on the Proto world)
Prototype World -> Dev Server -> Staging (testing) -> Live (Novus)


Planned update schedule

Our goal is to get to an 8-10 week update schedule. This does not include live pushes and hot fixes. We are looking at the first couple to be around 8-10 weeks since this will have the greatest amount of changes. One such example is the new world revamp. We want to give the players a full map instead of a partial world, so this will take the longest time development-wise and as a result will have a longer wait time.

Example timeline for world revamp. (This includes several steps, but the very basic process is as follows):

1. Unlink
2. Create templates for Land and Water areas (From Prototype World)
3. Import New Template into each area
4. Move all assets over above new terrain
5. Replace any assets that are crucial or causing major issues
6. Link all areas back together
7. Sculpt terrain
8. Paint terrain
9. Finalize placement of all current assets
10. Test

Work involved in the world revamp does not include new content, it will have the old content, just adjusted to fit the new world. New or replaced content will come in upcoming updates.


New Update and Patch number system

New patch number system will not be based on date (year, month, day/version), but instead based on the type of update.

Game state: A= Alpha, B= Beta, L= Live
00.00.00 = First set of numbers: Major update with a lot of changes or new systems, can include bug fixes.
00.00.00 = Second set of numbers: Medium update, small updates, medium changes, can include bug fixes.
00.00.00 = Third set of numbers: Small updates, minor changes, bug fixes.


Upcoming Update A.00.00.01

The upcoming patch will be pushed next week to test/staging. Depending on the feedback from our internal testers, we hope to have the live push around two weeks after that push. Players will be told when we push to test.

Basic list of changes and updates (including any and all changes, eg: gm tools, etc.)

• Targeting system
• Auto face option
• A number of small fixes to the Tutorial area, including the fitting you get being of the wrong type, a couple missions updated to try and avoid confusion.
• Taking Harvesters off of nodes with your inventory full will no longer destroy it.
• Fitting slots now show up when empty
• inventory icons should all be fixed
• Damage Reduction on stims should now correctly reduce damage (other buffs might still be the wrong way around)
• Plymouth teleport should be far more reliable
• Temporary change to save the servers: All vehicles can only take 1 driver for now until the vehicle system is redone.


Next Update A.00.01.00

The second update for Condorslug will be A.00.01.00. It will include the new Starter Island map. Additional changes will be announced in future updates as well as roadmap updates reflecting any changes or current systems being worked on. Development will be done in phases, so content replacement will come as we develop and finish other systems down the line. New and adjusted content will also be added throughout the development process. This work will begin 1-2 weeks after the A.00.00.01 update depending on what you, the players find needing to be hotfixed or patched.


The New Roadmap

Road map is a living document - it may and will change as we progress though. No dates have been stated due to the amount of work involved for a small team. Bugs and fixes can slow down or change the order below. Players will be updated on any and all changes here.


Roadmap list

This is a WIP (Work in Progress) Please make sure to note that the order listed below may change based on what is found based on priority or any complications that arise.

Combat Targeting System
• Cleaned up targeting added
• New Auto target
• New/fixed auto face option

New Tutorial Island Terrain
• New Tutorial Island terrain and basic layout using old content
• Additional areas in the world will be added as we develop/build with additional updates
• New content will be added to island as new systems are updated

Inventory fix
• This will be ongoing as we move through other systems
• New optimized inventory (container system) for players
• New default inventory/container space
• Added inventory/container options

Astronomy System
• There are currently several Astronomy systems in place. We will be rebuilding a single system and optimizing it so it runs better and no duplicate information is being called.
• Fix player out of sync with each other
• Fix player out of sync with the server
• Fix astronomy based spawns

Harvesting
• Ongoing process until all related systems are linked and working
• New Harvesting Models
• New Harvesting Methods added
• Build New optimized harvesting system
• New Harvesting UI
• Updated Survey system

Horticulture
• This will be an ongoing process until all areas related are connected.
• New farming and horticulture system based on the Harvesting

Races spec system
• Base race spec system to unify multiple systems into one
• This will be the base for all PC and NPC race and faction systems afterwards

Factions
• Unified faction system that includes Nations, NPC’s and players
• Will develop primary and second factions for players
• New UI/UX panel, factions will be visible to players

NPC System
• New NPC system, to unify and optimize based on the Race Spec system
• Will be ongoing in stages
• NPC container
• NPC Factions
• NPC replacement as we progress through content

Adversarial Camps (Spawners)
• New core system
• Adversarial sub systems
• Integrate Faction system with Adversarial camps
• Start placing them in the world

Quest/Mission system
• Ongoing development that will continue through several stages
• Build new Dynamic Mission system
• Unify all quest/missions
• Bring in Faction system and other subsystems
• Begin creating new missions
• Create and start adding Generated quests

Create new NPC's
• Ongoing development that will continue through several stages
• Build new NPC system tools
• Update NPC systems based on required needs
• Bridge/add above (appropriate) systems, such as Factions
• Create and replace NPC’s in stages

Updated Guild System
• Updated Guild permissions system
• Additional functions to be built
• New GM tools for Guild assistance
• Updated UI and UI/UX functions

Crafting Basics
• Ongoing process, which will require extra attention and testing through several phases
• Create new Crafting Containers
• Optimize crafting skills and abilities
• Optimize and update crafting recipes
• New crafting options to be developed
• Remove redundant recipes (such as fake Blueprints for housing items)

Housing Revamp
• This will be continued development as we develop additional feature and test them. Ongoing process
• Basements will be seperate from the world but part of the plot
• New Housing system to be developed
• 3 (three) housing subsystems/types to be developed and added to the world
• Continued updates to help accommodate most housing needs
• New Housing containers
• New Housing “packup” method to be developed (to make it easier when players move)
• UI/UX updates

Combat Skill Progression
• Ongoing progress as this will take into account several systems above and below.
• Optimize skill progression
• Clean up combat math
• Include new title systems

Combat Progression and title awards
• Ongoing process as we continue to develop above and below systems
• New Progress system (while keeping it skill based) (no point mini game will be added)
• Titles and award system to be added
• Updated UI/UX

Player Merchants
• Optimized player merchants
• New limits and benefits to be added
• Easier Search and Purchase methods
• Updated UI/UX

Player Auction House
• Ongoing process, as it depends on several integrated systems
• Optimized Player Auction house developed
• New fully indexed search system
• New methods to access the Player Auction House
• New UI

World Auction House
• Optimized World auction house
• Additional methods to be added to access the World Auction House
• New fully indexed search system
• Updated UI/UX

GUI/UX
• Will be ongoing process as we proceed through each system
• New Windows based on each system and stage
• Added customization functions (movable windows)
• Optimized windows and panels
• New UI style

Ribbet

Early Access
Posts: 120

Re: 2018 New Year update and Roadmap

Post#2 » 23 Jan, 2018 7:53 am

Well, that will certainly keep the team busy for the next two years ! ;)

It's great to finally get an idea of the scope and sequence of planned work, even if it's all subject to change.

Where will the arrival of the new map slot-in between the subsystem reworks/developments ?

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HE-Sarrene

TR Staff
Posts: 222

Re: 2018 New Year update and Roadmap

Post#3 » 23 Jan, 2018 8:41 am

Yes, it will keep us quite busy, but then again it keeps us out of trouble as well.
The first bit will be the new Starter Island. as soon as we have the go ahead from the programmers we will begin that work. I do want to note once more that no content itself is being changed yet. First thing we need is the new terrain. This will be done, updated and tweaked as the programmers work on the new designed systems.

My goal is to have the island out fairly soon, next two or three months, and the rest of the world a few months after that. The world will require a lot of feedback, and a lot of placing the current assets back onto the ground (and fixing a few major ones we have found). Once the whole new world is pushed out and the programmers are working on the other systems, Updates should start coming at our planned/hopeful 8-10 week intervals. During the programming work, the content team will be working on optimized art, the new flora and other assets and keeping our ear to the ground to listen to you, the players, for adjustments.

:)

Ribbet

Early Access
Posts: 120

Re: 2018 New Year update and Roadmap

Post#4 » 23 Jan, 2018 10:51 am

HE-Sarrene wrote:
23 Jan, 2018 8:41 am
Yes, it will keep us quite busy, but then again it keeps us out of trouble as well.
The first bit will be the new Starter Island. as soon as we have the go ahead from the programmers we will begin that work. I do want to note once more that no content itself is being changed yet. First thing we need is the new terrain. This will be done, updated and tweaked as the programmers work on the new designed systems.

My goal is to have the island out fairly soon, next two or three months, and the rest of the world a few months after that. The world will require a lot of feedback, and a lot of placing the current assets back onto the ground (and fixing a few major ones we have found). Once the whole new world is pushed out and the programmers are working on the other systems, Updates should start coming at our planned/hopeful 8-10 week intervals. During the programming work, the content team will be working on optimized art, the new flora and other assets and keeping our ear to the ground to listen to you, the players, for adjustments.

:)
If I'm reading that right, it means the new mainland map will arrive 4-6 months from now (if all goes as planned) ?

The phrasing there makes it sound like the "8-10 week update interval" will only start taking effect AFTER the new map is implemented. I hope that's just a phrasing issue, and that the 2-monthly update interval actually takes effect from now for non-map work ?

Before the new starter island is implemented, the character deletion bug needs to be squashed. I'd like to test the new island, but I've already used all my alt slots currently. I'm not going to risk having ALL my characters deleted just so that I can create a new alt for starter island testing...

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Taegost

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Posts: 125
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Re: 2018 New Year update and Roadmap

Post#5 » 23 Jan, 2018 2:45 pm

This is awesome! I'm so happy to see it, and I can't wait!
My question is: whereabouts in the timeline is the optimization for transitioning between zones? Right now, that's my biggest pet peeve, between the extreme lag I experience to CTDs/infiinite loading screens. 90% of my time is running around collecting from harvesters.
Taegost Gramil, US East The Old Timers Guild
"Laid back, not so serious, no drama.
All about the fun!"

www.oldtimersguild.com
>> Open to the Public! <<

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Societal

Early Access
Posts: 212

Re: 2018 New Year update and Roadmap

Post#6 » 23 Jan, 2018 3:40 pm

HE-Sarrene wrote:
23 Jan, 2018 7:09 am
Harvesting
. . .
• New Harvesting Methods added
Just to clarify... By "methods" do you mean something on the backend that players may not see directly, or an entirely new interaction type separate from whack-a-node and harvester nodes?

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HE-Sarrene

TR Staff
Posts: 222

Re: 2018 New Year update and Roadmap

Post#7 » 23 Jan, 2018 8:40 pm

Taegost wrote:
23 Jan, 2018 2:45 pm
This is awesome! I'm so happy to see it, and I can't wait!
My question is: whereabouts in the timeline is the optimization for transitioning between zones? Right now, that's my biggest pet peeve, between the extreme lag I experience to CTDs/infiinite loading screens. 90% of my time is running around collecting from harvesters.
This is the start of the optimizations yes. But this is not the final step. There are many things that are causing the area transitions, so these must be tackled one at a time. But we are on the road to that. I wish it was a single thing as that would be easiest for all of us, players and developers. But this is a major thing we are focusing on; now and throughout.

Societal wrote:
23 Jan, 2018 3:40 pm
Just to clarify... By "methods" do you mean something on the backend that players may not see directly, or an entirely new interaction type separate from whack-a-node and harvester nodes?
Most of this will be backend, most. However, there will be a few things coming to you as well that I hope you all will really like. More information will come though later on once we begin that part, so you are going to have to wait :P .. But do not worry we are not changing too much for you the player or pulling an nge on you.

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Taegost

Backer Rnd1
Posts: 125
Contact:

Re: 2018 New Year update and Roadmap

Post#8 » 23 Jan, 2018 10:17 pm

HE-Sarrene wrote:
23 Jan, 2018 8:40 pm
Taegost wrote:
23 Jan, 2018 2:45 pm
This is awesome! I'm so happy to see it, and I can't wait!
My question is: whereabouts in the timeline is the optimization for transitioning between zones? Right now, that's my biggest pet peeve, between the extreme lag I experience to CTDs/infiinite loading screens. 90% of my time is running around collecting from harvesters.
This is the start of the optimizations yes. But this is not the final step. There are many things that are causing the area transitions, so these must be tackled one at a time. But we are on the road to that. I wish it was a single thing as that would be easiest for all of us, players and developers. But this is a major thing we are focusing on; now and throughout.
That makes sense, thank you!
Looking back at my wording, I think I sounded harsh when that wasn't my intent, sorry for that!
You guys are doing great and I'm very excited to see what's coming! :)
HE-Sarrene wrote:
23 Jan, 2018 8:40 pm
But do not worry we are not changing too much for you the player or pulling an nge on you.
I think this is my favorite response so far :)
Taegost Gramil, US East The Old Timers Guild
"Laid back, not so serious, no drama.
All about the fun!"

www.oldtimersguild.com
>> Open to the Public! <<

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HE-Sarrene

TR Staff
Posts: 222

Re: 2018 New Year update and Roadmap

Post#9 » 24 Jan, 2018 12:16 am

Taegost wrote:
23 Jan, 2018 10:17 pm
Looking back at my wording, I think I sounded harsh when that wasn't my intent, sorry for that!
You guys are doing great and I'm very excited to see what's coming! :)
Do not worry, it was not taken as such. It just sounded like a question and a concern, which I hope I was able to address. I know at times I can be a bit too technical, I was just accused of that last night ;) So I never have a problem explaining something I said.

:)

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Maev

Backer Rnd2
Posts: 51

Re: 2018 New Year update and Roadmap

Post#10 » 24 Jan, 2018 7:18 pm

Jesus... so essentially you have to redo/re-optimize almost everything the previous devs did???! I knew ADT were amateur programmers (from speaking to them and being a programmer myself) X| but I didn't realize the extent of the hodgepodge code they left the state of the game in. They must have had some major McGyvering going on just to have got the game to build and run.

Hats off to you guys! Wish you good fortune in the New Years! :-)

Lotharen

Early Access
Posts: 56

Re: 2018 New Year update and Roadmap

Post#11 » 25 Jan, 2018 3:46 am

This is great! Nice to see a plan of action taking shape. :)

One thing I didn't notice on the roadmap was the character model revamp. Do you guys have an idea when that fits into the creation process?
The other thing I was thinking about; is there going to be a weather system? So, rain, snow, fog ect? Its amazing just how much that actually adds to the ambiance/immersion in a game like this.

What I see of the radmap so far is great and I look forward to testing it all out as it gets introduced!

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TR-Snafu

TR GM
Posts: 321

Re: 2018 New Year update and Roadmap

Post#12 » 25 Jan, 2018 9:00 am

Lotharen wrote:
25 Jan, 2018 3:46 am

The other thing I was thinking about; is there going to be a weather system? So, rain, snow, fog ect? Its amazing just how much that actually adds to the ambiance/immersion in a game like this.
This is the Astronomy System mentioned in the road map. It covers day/night and weather. There is already rain and snow in game, its just not very well done and really needs a revamp.

Silky

Early Access
Posts: 42

Re: 2018 New Year update and Roadmap

Post#13 » 09 Feb, 2018 8:42 am

Any update on progress of the targeting fix as promised in the announcement?

Even if it is only "the fix failed the testing, so back to the drawing board" or something hopefully better/

TR-Rofar

TR Staff
Posts: 8

Re: 2018 New Year update and Roadmap

Post#14 » 09 Feb, 2018 10:36 pm

The fixes are complete but undergoing more thorough testing by a larger test group. I would hope to see these fixes coming in a patch before too long but somebody else would have to address any specific patch schedule. I certainly understand the eagerness to see these fixes on live.

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