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This week has been mostly about two things: Props and multiplayer.
The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way.
In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and run servers by yourself, free of charge. However, we'll also provide custom dedicated server hosting if you don't want to manage that sort of thing by yourself, as well as a number of public servers.
So, as a result of all this mucking about the server list, API and back end are all now mostly complete other than servers saving/loading.
Today I started importing content. There's now 97 props, and I've got a few hundred still to import. I also cleaned up some UI bits which were bugging me: building free form objects is a lot easier now as you can easily see their size.
I've also been working on some other small bits: intro screen music, new website, minor control updates.. it's all small progress, but building into the bigger picture.
That's all for this week. I'm really hoping to get some Alpha testing done soon. The next major hurdle is the save/load system, and importing more props. Tune in next week for more progress!
This week has been mostly about two things: Props and multiplayer.
The multiplayer servers have been giving me a real headache. I'm trying to strike a balance between an easy to use server system, but also allowing people the freedom and flexibility to host servers their own way.
In the end I've settled on a "traditional" dedicated server approach. You'll be able to download the server EXE and run servers by yourself, free of charge. However, we'll also provide custom dedicated server hosting if you don't want to manage that sort of thing by yourself, as well as a number of public servers.
So, as a result of all this mucking about the server list, API and back end are all now mostly complete other than servers saving/loading.
Today I started importing content. There's now 97 props, and I've got a few hundred still to import. I also cleaned up some UI bits which were bugging me: building free form objects is a lot easier now as you can easily see their size.
I've also been working on some other small bits: intro screen music, new website, minor control updates.. it's all small progress, but building into the bigger picture.
That's all for this week. I'm really hoping to get some Alpha testing done soon. The next major hurdle is the save/load system, and importing more props. Tune in next week for more progress!
As I mentioned in the last devblog, work is slowing a little, but I wanted to update you guys on what I've added this week.
The main feature I've added is the ability to paint different parts of an object with different materials. This was a huge problem in the old version, because if you wanted the interior and exterior of your house to be different colours you had to create double walls and colour each object. Now, you just make one wall, and paint the different sides different materials!
This also works for meshes. People who play the current version will notice you can only paint each object with one paint, and some parts can't be painted. Now, if the object has several different textures (like wood, metal, ceramic all in one object) you can paint every part with a new texture.
I've also simplified the way content is imported into the game. Previously in the editor you had to make two instances of the same object: 1) for aiming/ the build tool (orange transparent version), and 2) the final product.
In the new version, the build tool does all that automatically - you just drag & drop the object into the editor, set a few flags and off you go! This will speed up content creation for both myself and the modders out there :)
As you can see, I'm trying to seriously simplify the code behind the scenes, while also adding powerful new features like "facepaint". It's going to take a while, and I've only really got the weekends to work on the game at the moment, but I'm confident the game is moving in a great direction.
Stay tuned for Devblog 6.
As I mentioned in the last devblog, work is slowing a little, but I wanted to update you guys on what I've added this week.
The main feature I've added is the ability to paint different parts of an object with different materials. This was a huge problem in the old version, because if you wanted the interior and exterior of your house to be different colours you had to create double walls and colour each object. Now, you just make one wall, and paint the different sides different materials!
This also works for meshes. People who play the current version will notice you can only paint each object with one paint, and some parts can't be painted. Now, if the object has several different textures (like wood, metal, ceramic all in one object) you can paint every part with a new texture.
I've also simplified the way content is imported into the game. Previously in the editor you had to make two instances of the same object: 1) for aiming/ the build tool (orange transparent version), and 2) the final product.
In the new version, the build tool does all that automatically - you just drag & drop the object into the editor, set a few flags and off you go! This will speed up content creation for both myself and the modders out there :)
As you can see, I'm trying to seriously simplify the code behind the scenes, while also adding powerful new features like "facepaint". It's going to take a while, and I've only really got the weekends to work on the game at the moment, but I'm confident the game is moving in a great direction.
Stay tuned for Devblog 6.
So it's the end of the 4th week of work on Concrete and Steel "redux", so I thought I should update everyone with the project progress. There's not much visual progress to show this week. I've mostly been working on the UI and tool system, integrating a chat system for online games, etc.
I've also put together a roadmap/timeline for when the development. I'm hoping to have a new early access version put out by the end of March. However, this just be a rebuild of the game with the current features - after the March update, I will begin work on adding new features (as requested by you guys) with the intention of a "Early Access v1 final" by June, and a full launch (leaving early access) in October.
I've started looking into console development. Ideally, I'm trying to bring Concrete and Steel to PS4 and Xbox One by Christmas 2017 - I'm in very early talks with both Microsoft and Sony to make this happen, so nothing is confirmed yet.
Development will slow down in the next few weeks due to other projects (and a holiday) on my timeline. The next things I want to work on are finishing the multiplayer chat system, adding save/load for offline games, and improving the randomly generated environment.
That's all for now!
So it's the end of the 4th week of work on Concrete and Steel "redux", so I thought I should update everyone with the project progress. There's not much visual progress to show this week. I've mostly been working on the UI and tool system, integrating a chat system for online games, etc.
I've also put together a roadmap/timeline for when the development. I'm hoping to have a new early access version put out by the end of March. However, this just be a rebuild of the game with the current features - after the March update, I will begin work on adding new features (as requested by you guys) with the intention of a "Early Access v1 final" by June, and a full launch (leaving early access) in October.
I've started looking into console development. Ideally, I'm trying to bring Concrete and Steel to PS4 and Xbox One by Christmas 2017 - I'm in very early talks with both Microsoft and Sony to make this happen, so nothing is confirmed yet.
Development will slow down in the next few weeks due to other projects (and a holiday) on my timeline. The next things I want to work on are finishing the multiplayer chat system, adding save/load for offline games, and improving the randomly generated environment.
That's all for now!
It's been an interesting couple of weeks - here's the latest progress.
It's been an interesting couple of weeks - here's the latest progress.
As I mentioned in my last post, we're restarted development. Actually, it's more like we've restarted - from scratch.
I started working on the network code last week. A big flaw in the previous network code was, once you get ~4,500 objects, you start having sync issues when you join. This shouldn't be a problem any more, as I've thrown away Unity's network code and written my own, with a really thin/lightweight server app you can run. It's not polished yet, but it's a good start.
I've also been working on the visual style. Two things that bugged me about the previous version were the strange branding, and the visual style of the game. There was also a huge difference between the branding and what you actually see - the branding was cartoony and the game was aiming to be photorealistic.
Aiming for the "photorealistic look" is difficult, and I think when you don't quite get it right, it can look like a pile of dog poo. Actually, I think the game looks laughably crap when I see it on YouTube or whatever.
I've decided to go for more of a lowpoly/toon style. This seems to be the trend recently and I can really see why - it's incredibly easy to get great looking results. It also means I can design some simple branding that actually goes with the game.
Of course, there will still be some photorealistic textures, and you'll be able to mod your own.
As I mentioned in my last post, we're restarted development. Actually, it's more like we've restarted - from scratch.
I started working on the network code last week. A big flaw in the previous network code was, once you get ~4,500 objects, you start having sync issues when you join. This shouldn't be a problem any more, as I've thrown away Unity's network code and written my own, with a really thin/lightweight server app you can run. It's not polished yet, but it's a good start.
I've also been working on the visual style. Two things that bugged me about the previous version were the strange branding, and the visual style of the game. There was also a huge difference between the branding and what you actually see - the branding was cartoony and the game was aiming to be photorealistic.
Aiming for the "photorealistic look" is difficult, and I think when you don't quite get it right, it can look like a pile of dog poo. Actually, I think the game looks laughably crap when I see it on YouTube or whatever.
I've decided to go for more of a lowpoly/toon style. This seems to be the trend recently and I can really see why - it's incredibly easy to get great looking results. It also means I can design some simple branding that actually goes with the game.
Of course, there will still be some photorealistic textures, and you'll be able to mod your own.
As you might be aware, the development has gone rather stagnant. Well, there's a whole heap of reasons for this:
As you might be aware, the development has gone rather stagnant. Well, there's a whole heap of reasons for this:
Further to Update 3 released last night, this update fixes not being able to load savegames among other things. This update also gives you the ability to make cylindrical freeform shapes! Just hold C and scroll with the mouse to change freeform shape.
Further to Update 3 released last night, this update fixes not being able to load savegames among other things. This update also gives you the ability to make cylindrical freeform shapes! Just hold C and scroll with the mouse to change freeform shape.
Hello! After a busy week of work, I'm proud to announce the 3rd update to Concrete And Steel! Here are some of the highlights:
Hello! After a busy week of work, I'm proud to announce the 3rd update to Concrete And Steel! Here are some of the highlights:
We recently released Update 2 which includes a bunch of bug fixes. Here's what it includes:
We recently released Update 2 which includes a bunch of bug fixes. Here's what it includes:
Hello! A massive thank you to everyone who has bought and played the game so far. It's been amazing seeing what you guys have built since the launch. Also a huge thank you to everyone who has given feedback, criticism and bug reports. The community is what influences this game. From listening to feedback and watching you guys play in videos/streams, I have just published the following updates:
Hello! A massive thank you to everyone who has bought and played the game so far. It's been amazing seeing what you guys have built since the launch. Also a huge thank you to everyone who has given feedback, criticism and bug reports. The community is what influences this game. From listening to feedback and watching you guys play in videos/streams, I have just published the following updates:
We launch into Early Access tomorrow! Exciting times. Just wanted to thank all the play testers, technical testers, everyone who came and played the game at Insomnia Scotland, all the people who have reviewed the game on YouTube and everyone who is hyped about buying it. I hope everyone sees this game for what it really is and enjoys it. We have a long way to go in terms of gameplay and content, but this is just the beginning. I know the game will get resold on other online sales platforms and digital store fronts around the world. I urge you to only buy the game from Steam. Buying directly from Steam ensures that we receive the right amount of funds and that we can continue the development far into the future. Even making a tiny game like this requires a massive amount of time and efforts, and we simply can't do all that work for free. As I've already mentioned, the price will not change between Early Access and release. The price is £9.99 / $12.99 USD and will always be this price or lower. We also plan to release FREE content packs, updates and add-ons for the game. Many thanks, and have fun! Russ
If everything goes smoothly, we'll be launching into early access by the end of this month. We've got a tonne of work to do between now and then to polish various parts of the game, but it's starting to feel like more of a "finished product" now! I'm pleased to confirm that the game will cost £9.99 and will have free updates and addons for life! For the latest blog posts about the development, please visit our blog here: http://concreteandsteel.net/ Thanks! Russ
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