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Its time for another Amazing Frog? Winter Holiday Update!
More toilet activity has been added! and it feels like we are really gaining some momentum with these updates.
November 22nd was the 10th Anniversary of Amazing Frog? on Steam!
To celebrate we are hosting a throwing a little party in Swindon and you're personally invited!
In this update we are continuing to bring more magic back to the toilet!
We've added some improvements to the world and physics as and some more fun in this update!
This is a quick note that we have fixed a couple issues with the last update.
So a quick note about some fixes to the Bank of Swindon Update.
We had a go at fixing the trophy system so they should be more reliable in collecting and saving.
Also tried improving the citizen transport units... they are definately faster, not sure they are more reliable...
Go get that fly pac! we fixed the colliders in flight school (sorry about that one)
We had pass on the integrety of the colliders in what we call the big C building where Fart Gyms is.
There are always on-going fixed with Amazing Frog? as we always try to keep moving forward.
So these are the top line fixes for this patch.
Thanks so much to every one who helped by pointing out these issues on the blog post, Discord and our social channels.
For now we are working hard on the next update, this won't be too long.
It's that Spooky time of year again which means it's time for the Pumpkin King to return!
Put on the Pumpkin head which transforms Swindonshire into a nightmare!
Fight for survival against the many skeletons drawn to the Pumpkin head. Beware of every frog that comes near as they will attack anyone in their way!
Navigate through the strange environment.
The portal to Bloodworld is easier to find during this event. If you haven't been there yet be sure to jump on in!
Complete the Pumpkin challenge!
Make sure to play this terrifying event before it ends in November!
Also...
Right now, we are close to releasing the next QMMT Update. "The Bank of Swindon" part 5. We are still ironing out the details and fixing bugs, but it will be out as soon as possible!
Thank you for your support!
Hello and welcome to a Frog Blog... its been a while since I wrote a Frog Blog for Amazing Frog? particularly for Quest for the Magical Mystery Toilet.
I wanted to let you know what we had been working on and that Amazing Frog? QMMT part 4 will be available very soon.
Its going to be a pretty big Update. Hal, Georgina and I played using Steam Remote Play for a few hours and I recorded it. Then we edited it down to some "Raw Gameplay videos" which I think give a rough idea of the scope of the coming update.
This first "RAW Gameplay" is from Swindonshire
[previewyoutube=I4PpCZYJuj0;full][/previewyoutube]
Its Quest for the Magical Mystery Toilet Part 3. Finally starting to feel like we are making some good progress not just in the rebuild but also in the newer things we have been adding.
[ WORKING ON TRAILER ]
Don't make me beg...
Ok too late.
Vote now.
Vote PLEASE...
Vote for Amazing Frog?
If you have followed us since we first put Amazing Frog? though Greenlight and then launched on Steam 9 years ago, then you will know how much we love making this game.
It's all we do.
Now that we have Amazing Frog? and Amazing Frog? 2 we are super excited about what's coming up. Not just towards the end of this year, but into 2024 and of course beyond.
100s more updates, forever Amazing, forever Frog?
So I guess it would make sense to launch a Halloween update right now, but these beaches... well they needed their buggies.
[previewyoutube=Fin3-XCQMnM;full][/previewyoutube]
They are a pretty robust all terrain vehicle. They climb hills better that the other vehicles.
Helping you see the sights.
But more importantly as we develop more of the Quest for the Magical Mystery Toilet additions like these beach buggys help you reach other places with ease
But also they are a lot of fun to drive and we made some crazy ramps on the beach.
You may notice a few extra capes too. We are happy to finally find ourselves in a position where we can update the games easily. Now we can push forward and complete the Quest for the Magical Mystery Toilet.
It has been a while since we published a Frog Blog. Generally in favour of posting updates rather than Frog Blogs. We are reaching a pretty crucial milestone so now seems like a good time to start the Frog blogs again. If you were worried that we may have abandoned Amazing Frog? We have not. Amazing Frog? has always been in ongoing development. Thanks so much for your patience.
More recently, a lot has changed even since The Coronation Update and in all our time developing Amazing Frog? these past few months have been the most groundbreaking and definitive, not just for V2 but also V3. On that subject, I would like to start by saying -
[previewyoutube=odJg2_0GC0o;full][/previewyoutube]
[previewyoutube=W1U_yXDPaNA;full][/previewyoutube]
Happy Holidays, as we take our first step into melee combat in Amazing Frog? that you can now play around with in this festive Kickin' Update.
As you may know, Remastered is the process where we have been rebuilding the entirety of Amazing Frog? in a more updatable format to allow us to continue development and continue adding more content.
Some things may feel different, like the way we count snowmen and SCP. Saving and notifications have to be upgraded from Legacy. Ultimately, we cannot carry all your legacy data to Remastered. We try where possible, but it can be restrictive adhering to saved data that derived from a different process. For example the fly pac, jet pac and balloon pack from legacy are still (temporarily) available from your legacy save file, but eventually they will need to be unlockable via a Remastered process since that aspect of the game will be completely rebuilt anyway.
( I am very excited about the new toilet ... aka object transformation system with an even stronger flush... er... which will be coming in a future update )
Fish...
Yes, we have added fish, not to the sea, to the vending machine... thinking about it we should probably put them in the sea... I better double check its on our list.
So... we have extended the number of objects that you can hit things with. In our minds we have made melee weapons work much better, give them a go, but please wait till New year to inform us if you don't like it, feeling sensitive... might be able to turn off the blood...
I should point out we consider this to be Melee Part 1. The tip of the Amazing Frog? combat system iceberg.
Hal and I have been chatting about Combat for years, looking at other games... fighting in the office etc etc But Combat is a gateway to deeper frog mechanics and smarter npcs. Under the hood there were a lot of changes to make this happen and so while it may not look like there is much "content" - this is huge for us.
- Try kicking the wheels one by one on a vrog, for some lowrider action.
With character systems in mind, I want to shine a spot light on the zombies...
We have upgraded their movement and attack systems.. Again its not something you may notice unless looking for it. but in doing so we also looked at how all NPC frogs will respond to being attacked, by a player or each other.
So watch out, they hit back!
And they can hold a grudge so watch where you are swinging your foot around.
Just in time for Halloween, Blood world has returned to Amazing Frog? 'Remastered'. So you can get your smashin' pumpkins on.
Mopeds, Jetskis and Drones is a V3 update.
[previewyoutube=qjYFB1rX7lY;full][/previewyoutube]
Enjoy Mopeds, Jetskis and Drones Amazing Frog? V3 Update here and soon it will be possible to download V3 separately (pending approval). This will make updates much easier to manage for both V3 and V2 remastered. And don't worry! you won't lose your save files from the V3 Beta (I figured out how). It will just mean that V3 will be a separate app with its own steam page, but it is added to the Amazing Frog? package so if you have Amazing Frog? you will automatically have access to the new app.
Mopeds
JetSkis
Drones
Oh.. and Drones can be deadly ...
Enjoy the update and stand by for some summer activity
Some quick Fixes to The Smashing Egg Update.
[previewyoutube=eLKq6UYZwiw;full][/previewyoutube]
Smashing Egg Update is a V3 Beta update.
The Egg hunt and the ability to get the Bunny outfit will be available only till the end of April.
Find all the 9 Eggs scattered around Swindonshire, to get the bunny gear.
Use the new Maps to find them.
But its also an update to V3 with more content, fixes and probably more issues.
One main new feature is a new building that we have been meaning to add for some time. Explore the New Tourist Information centre to learn more about SwindonShire.
Also Easter is not just about Breakable chocolate eggs. There are also other smashable items available.
We have made improvement to many things, but there may also be some new issues. I will try and run some hot fixes asap and will keep my eyes on the forums.
This is an Update for V3 Beta - you need to be on the beta branch "V3 Beta (2022)"
We had to run a few bug fixes for the Xmas Update for both remastered and beta.
The snowflake challenge in remastered should work... but you only have till the 6th of Jan to get the Tshirt.
The same applies to the onesies in the V3 beta... I forgot to hang them up in the hideout.
The Michael Bay bug where you could blow up everything by putting an NPC on an Xmas tree should has been fixed... sorry.
Thanks for all the feedback, and helping us catch these bugs. Enjoy the pigs, We'll be back very soon with some more updates.
A bit of a tradition for Amazing Frog? to drop an update on Xmas. ( Although, every year, we plan to put the Xmas update out at the beginning of December and it always comes on on 24th or 25th... ) But the dev surge generally helps push Amazing Frog? further.
It generally leaves us with few words to say. So I'll be brief.
I'll just show some images...
We really needed to restructure, so you it would be easier to know what build you are playing is less confusing.
These images above are from Remastered(V2).
V3 is now on the the beta branch only. This is because its 20GB and more demanding.
But we still added a Holiday update for V3, naturally and put the lights back in.
Also careful by the Sea, there is some experimental stuff going on there.
I am sorry I don't have much to say, I will come back after a bit of Xmassin' and do patches and fixes into the new year and will probably find more words to say then...
Happy Holidays !
We have a much better pipeline now with V3, so moving forward it should be easier to submit fixes.
Thanks for catching this one and letting me know, balloons should now spawn from the Helium cannisters in V3. Unlike the balloon Jetpack they are limited by how many balloons they can inflate. Also, you can try sitting on some objects and spawning balloons too.
Thanks for your patience, the Updates start now, with something dark to take us into the winter months. Well, it might seem a little bit violent at points, but it was intended for a halloween special, we just got delayed and perhaps this was also how we responded to being officially rejected by Frog Con this year.
Having said that its been a lot of fun for us playing Amazing Frog? again. This is the first update to Amazing Frog? since the beginning of the year. It may seem like we had disappeared this could not be further from the truth. We have been committed to building Amazing Frog? A better and more expandable Amazing Frog? This new version comes and will continue its development in two parts - The V3 Beta and V2 remastered.
Happy new year! Long time since I wrote one of these... Here is the short version:
On Xmas Day we put a new Amazing Frog? "V3" update out. This was a MASSIVE milestone for us and one that we wish we could have reached sooner. Also, just now, we put another update out with some more UI options better train and car impacts and a bunch of bug fixes.
Now the longer version..
It's taken much more time that we had hoped to get comfortable with "V3" - Or as I now like to call it "Amazing Frog?" We had worked with V2 ( "Legacy" ) for many years and as some of you may know it was build in a very old version of Unity. We tried for many years to bring the Amazing Frog? Legacy version into newer technologies, alas we never felt we could recapture the essence of the Amazing Frog? gameplay. We came close last year with the "halloween V3 beta" but while preparing the next update for last New Year we just felt there were too many holes and neither Hal or I was comfortable with how it played. So throughout 2020 we started again. (When I say started again Its never really from scratch, but we rebuild and restructure)
We wanted to get the core systems more reliable and scalable and maybe I will talk about that in a future blog like the why of F.A.P.S. Our goal has always been for Amazing Frog? To be an online multiplayer game, but for this to happen the underlying structures of the game needed to support this. It will not be too evident yet how the new underlying systems work in this new version of Amazing Frog? , but it is going to help us massively in further development. The bottom line is that you will now begin to see much more frequent updates as we begin 2021. With more updates I expect I will find more time to write more Blogs (unlike now when it is about to strike midnight at the end of 2020 and I am putting this blog together on my Mac in the kitchen )
So rather than go into too much detail about the how and what of Amazing Frog? I'll just try and answer some of the questions that have come our way.
Hello again,
I must apologise that I have not released any information for a while. As I have said before - I know how important developer blogs are to let you know what we are up to. In this case, I started writing this a few weeks back and then I end up showered in errors( of my own making) :( Mostly I just like to get on with stuff :) Beyond that, I have said it before I find writing frustrating at best :P
So, after The Flight School update at Xmas with the Giant Alligator, we kind of threw things up in the air, purposefully of course! I know many of you were expecting a V3 beta update, it didn't happen ( YET! ) and I shall try to explain why in this post, also I hope to explain what we are working on so you can get an idea of what's happening next in the immediate future and what will follow.
I'll start with what we were going to do. We had intended to follow up the V2 Flight School update with a quick update primarily to help you physically move things around and new toilet overflow system for making unlocked activities like "Giant saddle on Alligator" or "Shark Blimp or flying "Megladon" much easier to reactivate and then we were going to release another V3 beta in the new year. Well, it didn't go as planned and in typical Gaz and Hal style, we changed our minds and decided to smash both those updates into one action I shall explain why but first:
It just doesnt feel like Xmas unless I am rushing an update out for Amazing Frog? - And So Flight School is now available in SwindonShire.
The doors to flight school can now be opened. Learn to be a pilot also if you are really committed to the fly, you may be able to earn your wings
Had a lot of fun making this one and to be honest some of the new stuff is a little experimental and honestly, I am not sure what's going to happen to a lot of if. Riding the Alligators is now more as we wanted, I should have fixed that ages ago. The trouble with Xmas updates, in fact, most updates for Amazing Frog? is there is always something else that can be added or fixed!
Ultimately We are going to need a bigger boat.
We put the grotto back in the town centre if you feel like thrashing around in the snowAlso, it gives us a reason to do another update to move the grotto back to the mountain. Dont forget to check the changelog
(PS V3 Winter update is also close, Ill write more about it all when I have had some sleep)
Welcome to The First V3 Beta. You can access it by selecting " v3_public_betas" You can access Betas by right-clicking the game name and going to properties. There should be a tab to Betas. Select the 'V3_public_betas' option. If you cannot see the beta in the list try restarting Steam.
It's in beta so we expect things to be a bit unstable, please let us know of any problems. Currently, we have only built support for Windows 64 bit. This is only the beginning, there is a long way to go, but there will certainly be a lot more regular updates from here on.
I dont really have the words to explain just how excited Hal and I are about this milestone. We have been trying to get V3 into your hands for ages, this is just the beginning though and I expect it won't work for everyone, but we are going to resolve that.
Although I will probably start on the from tomorrow ...
First off sorry for the silence. We have been busy with Amazing Frog? development and I never really know when is a good time to share. I want to tell you about what we have been up to since April It's basically all been about getting a V3 update out there. We are pretty close now and the release of our first V3 update feels like a big milestone for us. Before I talk about what's coming up in the next update I feel like its worth a look back at the time Amazing Frog? has spent in Early Access. Since we are really hoping to come out of Early Access very soon. So we scribbled down some thoughts of our Early Access Journey into a cheap sketchy timeline.
Of course this timeline you can pretty much see in the ChangeLog. This is not an app we intend to abandon in the upcoming Updates (some we will lose). As we move into V3 The Change Logs will persist as will (hopefully) most of the save data. I am looking forward to writing the f0.3.1 entry ( I may skip the letters at the end of the versions moving forward but)
Firstly, welcome to the new Drones Update for Amazing Frog?. We have wanted to include drones in the game for some time now. Not just because we wanted to use them to generate fancy cinematic camera angles to make a decent trailer ( still pending ), but also because you get to fly around like a maniac and explore Swindon Shire in a whole new way. You can explore areas you might want to be able to go. Part of Amazing Frog? has always been that as a new player it's difficult to escape Swindon. We used to enjoy that there would be an element of surprise when you eventually scaled the wall and realized you were in a larger world.
There are two types of Drones, one is more like a traditional camera drone with stabilization and has simpler controls, the other is more of a freestyle drone with twin stick controls. The freestyle one can be a bit tricky to master, but we have been finding it a lot of fun especially threading the multi story car park.
Obviously, it's an Amazing Frog? update so there are some other things in there to discover. The pigs have not returned yet, we are working on something that will bring them back to SwindonShire and that will be available soon In the meantime, if you need to get somewhere snappy, you might be able to find something else you can hitch a ride on.
The other main purpose of this update is that it contains some fixes and stabilization, I dont think the last version was working particularly well. Had I not been so wrapped up in V3 and all the multiplayer code, I might have noticed sooner. Thank you to everyone who reaches out to me from the community to tell me about issues with the game, like leaving out the FrogMilk Coffee Co App Activation Doh! Also, genuinely, Im really sorry I left Santas Grotto in the car park until March. (again) I think subconsciously, I just want to prolong Xmas because it's my favorite time of year. Realistically, I just got distracted with development and was spending my time in a completely different environment where frogs actually have fingers.
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Phase two Update for Santas Swindon Snow Storm Update is available now
I love making Xmas Updates. Its a good chance to play around with some stuff. Also its a great way to say thanks to every one for playing Amazing Frog?
So go grab the presents and unlock a preview of something we are working on. Hopefully its a nice surprise :)
I always seem to be leaving things to the last minute, I think its mainly because we always seem to be able to think of "just one more thing ***to add in. ***Columbo
yeay...
I hope you all have an awesome xmas! We will come back soon an write a more formal devblog about what the plans for 2019 are, where V3 and multiplayer is. Its all happening still and we very excited about what's coming up
Im gonna go eat some chocolate.
Its time for the Holiday Update and this time its a real Swindon Snow Storm! Fart propelled sledging is always lovely this time of year
Obviously the Holiday period isnt for every one, but we tried to make accommodations for them.
driving can be hazardous in these conditions, please be careful not to hit snowy pedestrians.
Grow big Snow Balls!
This is phase 1 of the xmas update, the next bit should be swinging around real soon.
Seasons Greetings !
Ok, so maybe it was a bit harsh banning jetpacks and balloon packs from the blood covered streets of Swindon
I mean you can actually have a lot of fun with a jetpack when the streets are filled with blood and you guys worked so hard to get thebackpacks you may as well get some fun out of it. We were just a bit too worried that having them would make it too easy to unlock Satun.
SO here is a Hot fixes Update to the Mystery Halloween Box. Among other things, we added a few more pumpkins to make a niceround number of 300. And added a few more things to the blood world.
We've been enjoying it so it's likely we will add more to it in the future. Please check the in-game changelog. For now Happy Halloween!
Heres a bloody Update. Perhaps I should have called it that, Another Bloody Update
And there I go mentioning the blood and ruining the mystery, I feel like such a muppet
Currently my favorite outfit well perhaps with exception of the fireproof one you can unlock in the mystery box.
To be Honest, I dont really know what to say about this update, it's pretty late here and I've spent too much time playing around in it that I havent found the time to write much, so this time I think I will just let the update speak for itself.
well be back pretty soon with more updates and then Ill write something more Game Devilish stuff.
You know what ? it feels really good to be putting updates out again. I mean over the past few months weve been dealing with some pretty complex stuff with V3 and V2 and iOS getting our ducks in a row, as it were. But, today looking through recent screenshots for the new stuff makes me super happy. Also just messing around with content again is so much more fun that underlying systems and junk. I mean you cant Instagram a feckin serialization process or a new design pattern that I created by accident while dreaming. I love my work, truly I do.
There is an element if chaos to how we go about developing things, but we are heading somewhere so don't worry. That somewhere is V3.
So, what was I saying? ... Im really sorry about the mouse not locking and hiding thing, please let me know if you are still having problems after this update. This is the second of our October updates for V2. The Other Blimps". Was going to call it A Blimp with more bite not sure why :) .
So be sure to check the in-game changelog (I think I updated that ) there's some more stuff to find do and play with.
Ill keep this post short, I did want to say thanks to everyone for pointing any issues in the last build. There are some which I Have not got around to resolving like the horizontal split screen I will get that one in the next update. So any outstanding issues please fire them at us.
Finally! we are in a position to start rolling out some updates, sorry it's been blimpin’ ages.
The first of a series of V2 updates is now available and this first one is called the "Leftfield Edition”
Let's be clear- this is a V2 update, We have reprogrammed the camera systems and UI, using techniques and code that we have been developing in V3 and implemented more stable graphics with less flickering etc and generally made it more stable, better looking and improved the underlying architecture to enable us to try out a month of rapid content expansion updates. :)
So what's a “Leftfield Edition”? What an attractive looking question, Gaz. Thanks for asking… Basically, its called that because its pretty much the version we showed at EGX on the Sega sponsored Leftfield indie game booth thing. In terms of content, there is not a great deal of new stuff, this was mainly about presenting the fixed version of V2. In fact, you may find that some things are missing or even completely replaced. Don’t worry about this as we will be updating V2 multiple times in October and we have some interesting surprises lined up. Having said that Pocket mode is pretty new, accessible from the main menu and might worth another look...
For some time had been PONDering the possibility of Amazing Frog? V2 leaving Early Access, it's a weird situation, because we are also building V3 and you guys haven’t got your hands on that yet. We are not sure we even know what Early Access means anymore. We are going to be adding updates to both versions of Amazing Frog? for some time. You could say Amazing Frog? will always be in development, with that in mind we are not sure if “Early Access” applies to us anymore. What do you guys think? We don’t anticipate that V3 will replace V2. We expect them to exist side by side for a while. For us, we are starting to think of it more like a sequel even though it won’t be presented as such. Ultimately it's just me and Hal, we don’t have anyone advising us, no publisher skimming the cream or twisting our arm to break our integrity, we just try and do what we think is right for Amazing Frog? and it's players.
On a side note - Online multiplayer for V3 has been going really well and we are indeed closer to dropping the V3 Online Beta, Hal and I have been doing to distance network testing and the results are pretty encouraging. but I am sorry to say that we are just not ready to share it yet.
Sorry if it looks like we have been away for a while…. we haven’t. I’ve still not started Mario Oddessy, Hal is still yet to face Ganon. Also, someone mentioned there was a cowboy game coming out soon, but it was only available on consoles so I won’t be playing that any time soon so get ready for some updates! We’re really excited to be able to have output again :)
It's been a while since Amazing Frog? devblog 025. There is a lot going on in development and it gets difficult to explain. I am sorry and I should update you all more frequently. Amidst all the tasks we have been working on, it really doesn’t feel to us that much time has passed since the last devblog. Every day is Amazing Frog? for us.
My brain feels a little fried from working on 3 versions of the Amazing Frog? simultaneously, the sheer variety of types of tasks can leave you feeling all muddled up. It's important to leave a trail of breadcrumbs to find your way back to what it was you were trying to solve a day, a week, a month ago. Sometimes you just want to open your laptop and make weird stuff happen in-game and have a laugh, but in-between all that fun is a lot of technical problems that demand resolution. It's so important to think into the future when developing Amazing Frog?, especially V3. Our plans are big and I know I said it before but without the right infrastructure, we won't be able to realize those plans. In the past we have often sidelined some of the core system issues to fast-track new content. Often, when things were not quite right in V2 we would say, "well that will get fixed in V3". But as I mentioned before V3 broke everything and we started fresh. ............ somewhat as V3 being fully network-based and having completely new graphics has brought its own problems, so for many V2 issues we now thing resolve it in V2 so when it goes into V3 the transition will be smoother.
So whats been going on? Well, there are 3 major channels of development for Amazing Frog? and from week to week we switch back and forth between which one of these we concentrate on, or indeed sometimes Hal focuses on one and me on another.
These Development Channels are:
Hi, It’s been just over a month since I last updated you all on whats going on with development for Amazing Frog?. To be honest I don’t even know where to begin this devblog as we have been doing so many different things. Our core mission is the same and V3 as a whole is still moving forward. The V3 online Test world draws closer and a big definitive V2 update will come alongside it, After that, an iOS version and a run of V3 test updates will follow, all the while in the backdrop the main V3 Amazing Frog? continues to grow. So to follow on from the last devblog (024)- I still have not started Mario Odyssey and Hal is no closer to facing Ganon, but we have done a load of Amazing Frog? development. :)
Yup, we spent most of our time in front of our computers developing and we haven’t been anywhere game related since 2016 (Steam Dev Days), in March we went out and met people, we even took business cards. That didn't change the problem that the development of Amazing Frog? V3 over the past few months has been particularly challenging. So this one is going to be a word heavy devblog…
We recently went to GDC 2018 (Game Developer Conference in San Francisco), we met a lot of companies and learned a whole bunch of Game Development Stuff. One of the main reasons we went to GDC (other than to feel like real Game Developers) was to discover and explore new technology to support the ongoing development of V3. In particular the two most important aspect of V3, the multiplayer networking side of things and being able to automate and grow a complex landscape, rich with vegetation and er… “stuff”. We need as much help as we can get. We went to lots of talks at GDC, mainly the "how to make AAA games" talks rather than the" isn’t it great to be an indie” talks (as we got the gist of them in 2016). It was definitely good to get an insight into how some of these massive games are put together, even if we struggled sitting through a one hour talk about how a guy designed a brick wall in Mordor. That one was hard work, not sleeping through that while feeling jet lagged. We got through it and I think I may even have learned something. Most of the speakers we saw all came from big teams, in fact, we met a lot of big teams at GDC and it was interesting to see how they approach things. For us, it's about how we understand what they are doing and refit it to how we work when it's just us two.
As an ode to the guy who gave the talk about a brick wall surface for an hour, here is a snapshot of what Hal has been up to today. He has been working on procedural materials. Today it was pebbles. The first pass on his procedural materials for pebbles happened when we started V3 in Unity 5. Technology seems to move on faster than us, so here's what his new version looks like in comparison to the version we never even released.
For a reference of the V2 version of pebbles just imagine a greyish smudge. Basically, when it comes to SwindonShire, Hal has been dealing with an impressively large task. His main focus for V3 is now bringing the world of SwindonShire together. To help this process he has also been looking at introducing Hoodini to our pipeline - a very powerful tool for making game development tools, and we can use it with our core toolset of Unity, Maya, and Substance.
I have been playing with a few multiplayer solutions. Most of them I feel are only really needed after the first beta push since the betas will be small test worlds, but when we integrate to Swindonshire as a whole, we are going to need some bigger scale solutions. It was good to meet the people involved so we can move forward a bit and then reconnect when its time to scale up that side of things.
Overall we came away from GDC feeling positive and recharged, but I have to say of all the companies we met, the most disappointing was Unity3d…One of their guys laughed at the fact we were using Unity 4 for V2 Amazing Frog? I explained how we had had to re-develop the entire game over the past couple of years as they had changed so much. A game that had taken us over 3 years to get the feel of the physics "right". I don’t really know what I was expecting talking them, there really is no point talking to “evangelists” most of them don't seem to have development experience and I have always found it hard to connect with Salespeople. It felt very much like Unity was more interested in getting new users to subscribe rather than helping existing developers. It was just difficult to deal with since V3 development recently has been very challenging.
gulp....
I know… I KNOW, that there is an element of us making things difficult for ourselves by being overly ambitious and honestly I am OK with problems we make for ourselves, that's all part of the journey. We have always been big supporters of Unity (and still are) and what it stood for, flexible scalable development, but I just find it odd that the most stable version of the Unity Editor that I work with is still Unity 4. I can’t even begin to process how their editing environment has become less stable with each increment. I mean seriously, I have been through multiple hardware setups and platforms and it gets less stable. I think what Unity can empower you to do is truly amazing, but it seems that all that glorious awesomeness comes at a price. Ultimately, they expect you to be in bigger teams. I think you need at least one developer to flag Unity bugs and converse with them on a regular basis on how they are going to fix it. Unity 2018.1 ( the new version coming ) looks very promising and much more futureproof than what we have been dealing with up till now. Thankfully, all the physics that we had to rebuild for V3 do work in the new beta, so all seems OK on that front. It has even fixed some things which broke in version 2017.3 like my UI for handling online connections. But the beta editing environment is still far from stable … it likes to crash a lot. Anyway...
I shouldn’t really rant about Unity too much, (if you want me to, I can and for hours) we still love it (the software) and V3 is still moving forward and when it works it just feels so exciting. We’ll just have to find a way of expressing our anger in a mature and responsible fashion …like maybe hiding a Unity shaped turd in the upcoming V2 update. That's how we deal with our issues... yeah…and maybe when you put it in the toilet it crashes the game :P
Yup, we spent most of our time in front of our computers developing and we havent been anywhere game related since 2016 (Steam Dev Days), in March we went out and met people, we even took business cards. That didn't change the problem that the development of Amazing Frog? V3 over the past few months has been particularly challenging. So this one is going to be a word heavy devblog
We recently went to GDC 2018 (Game Developer Conference in San Francisco), we met a lot of companies and learned a whole bunch of Game Development Stuff.One of the main reasons we went to GDC (other than to feel like real Game Developers) was to discover and explore new technology to support the ongoing development of V3. In particular the two most important aspect of V3, the multiplayer networking side of things and being able to automate and grow a complex landscape, rich with vegetation and er stuff. We need as much help as we can get.We went to lots of talks at GDC, mainly the "how to make AAA games" talks rather than the" isnt it great to be an indie talks (as we got the gist of them in 2016). It was definitely good to get an insight into how some of these massive games are put together, even if we struggled sitting through a one hour talk about how a guy designed a brick wall in Mordor. That one was hard work, not sleeping through that while feeling jet lagged. We got through it and I think I may even have learned something. Most of the speakers we saw all came from big teams, in fact, we met a lot of big teams at GDC and it was interesting to see how they approach things. For us, it's about how we understand what they are doing and refit it to how we work when it's just us two.
As an ode to the guy who gave the talk about a brick wall surface for an hour, here is a snapshot of what Hal has been up to today. He has been working on procedural materials. Today it was pebbles. The first pass on his procedural materials for pebbles happened when we started V3 in Unity 5. Technology seems to move on faster than us, so here's what his new version looks like in comparison to the version we never even released.
For a reference of the V2 version of pebbles just imagine a greyish smudge. Basically, when it comes to SwindonShire, Hal has been dealing with an impressively large task. His main focus for V3 is now bringing the world of SwindonShire together. To help this process he has also been looking at introducing Hoodini to our pipeline - a very powerful tool for making game development tools, and we can use it with our core toolset of Unity, Maya, and Substance.
I have been playing with a few multiplayer solutions. Most of them I feel are only really needed after the first beta push since the betas will be small test worlds, but when we integrate to Swindonshire as a whole, we are going to need some bigger scale solutions. It was good to meet the people involved so we can move forward a bit and then reconnect when its time to scale up that side of things.
Overall we came away from GDC feeling positive and recharged, but I have to say of all the companies we met, the most disappointing was Unity3dOne of their guys laughed at the fact we were using Unity 4 for V2 Amazing Frog? I explained how we had had to re-develop the entire game over the past couple of years as they had changed so much. A game that had taken us over 3 years to get the feel of the physics "right". I dont really know what I was expecting talking them, there really is no point talking to evangelists most of them don't seem to have development experience and I have always found it hard to connect with Salespeople. It felt very much like Unity was more interested in getting new users to subscribe rather than helping existing developers. It was just difficult to deal with since V3 development recently has been very challenging.
gulp....
I know I KNOW, that there is an element of us making things difficult for ourselves by being overly ambitious and honestly I am OK with problems we make for ourselves, that's all part of the journey. We have always been big supporters of Unity (and still are) and what it stood for, flexible scalable development, but I just find it odd that the most stable version of the Unity Editor that I work with is still Unity 4. I cant even begin to process how their editing environment has become less stable with each increment. I mean seriously, I have been through multiple hardware setups and platforms and it gets less stable. I think what Unity can empower you to do is truly amazing, but it seems that all that glorious awesomeness comes at a price. Ultimately, they expect you to be in bigger teams. I think you need at least one developer to flag Unity bugs and converse with them on a regular basis on how they are going to fix it. Unity 2018.1 ( the new version coming ) looks very promising and much more futureproof than what we have been dealing with up till now. Thankfully, all the physics that we had to rebuild for V3 do work in the new beta, so all seems OK on that front. It has even fixed some things which broke in version 2017.3 like my UI for handling online connections. But the beta editing environment is still far from stable it likes to crash a lot. Anyway...
I shouldnt really rant about Unity too much, (if you want me to, I can and for hours) we still love it (the software) and V3 is still moving forward and when it works it just feels so exciting. Well just have to find a way of expressing our anger in a mature and responsible fashion like maybe hiding a Unity shaped turd in the upcoming V2 update. That's how we deal with our issues... yeahand maybe when you put it in the toilet it crashes the game :P
Firstly, OMG I can’t believe people found the Fly Hats. Furthermore, I am getting reports that the space fly hat didn’t appear in peoples wardrobes. How very Fayju :S Fear not, if you have the message that you found the space fly hat in your notifications on the fPhone, I should be able to get it unlocked in a fix in the upcoming V2 update. (We really were not expecting people to go looking for them.)
It has been a bit of a January fix fest for both V2 and V3, now we are in Feb we are starting to see things more clearly.
After putting out a really exciting update just before Xmas we were looking forward to continuing at that pace into January. Unfortunately, it didn't turn out like that. One of the big disadvantages of being just the two of us really hit home in the first two weeks of the year. After Unity make some updates, it invalidated a lot of the progress we had made in V3 and we spent the first half of the month trying to isolate what went wrong and haven’t resolved all of the problems yet. Spending so much time searching for problems, isolating and fixing them, is something we are used to in game development, but for small teams, this has a massive impact on progress.
In comparison to V2, the V3 set up is now incredibly complex. Swindon has fully dynamic lighting to cater for the Day/Night system, high resolution texturing, where details are streamed in dependant on whats in view, PBR materials that react correctly to lighting, occlusion culling, a whole range of post-processing effects, kick-ass water, LOD setups, Network integration and a whole bunch of other components some that we made, some that we bought, some that are just complex bits of Unity that we need and had to learn to use. So when some or any of these complex components stop working for any reason .. (...often because we updated Unity… ) development takes a real kick in the Charlie's Angels. Spending all our time fixing rather than making is the downside of us being just two. Don’t misunderstand me though, we love the challenge and we are so excited about V3 more than I can say, even if it sometimes feels like its getting the better of us.
On the other hand, The Magical Mystery Toilet update reminded us of the advantages of being a small team. Because V2 has a more stable base and set of unchanging components ( also no more Unity updates for V2), it allowed us to rapidly put together a whole load of new content. If we weren’t spending most of our time building up a reliable base for V3 we would have been putting out updates much more frequently with V2 in 2017. That's why getting to a stable base in V3 is now so very important and our main priority.
We still recognize the value of V2. Having spent more time on it recently we were reminded that there are lots of issues in V2, most of which we had abandoned because we figured, "meh, that won’t be an issue in V3". Things like physics optimization, the flickering of decals and the stripyness of the sea at altitude (Z fighting) and sea not being great, the lack of distance fog and post-processing effects and that the blimps are not great to fly and could be much better if they tipped less and carried stuff. All these issues we just figured would be resolved in the development of V3. Things are different now since V2 and V3 are very separate projects. They both have their own lives. So in the spirit of The V3 January Fix Fest, we figured, let's spend some time investigating the possibility of fixing some of these outstanding V2 issues. And we found a few ways we could make it better.
It makes sense that V2 could have a few things added and fixed and tweaked, it could help it stand on its own and not just on Steam. We often have requests to put AF? on other platforms not to mention all the scammers charging people for fake versions of Amazing Frog? on mobile platforms. We had considered this before and even made mobile versions of Amazing Frog? at different stages of development. But we always abandoned it because we didn't want anything getting in the way of V3. In fact one time back in 2014 pre Steam, we showed V1(from OUYA) to Nintendo, but at the time they didn't think it was right for their platform.
After the balloons and the lunar lander were added and we found ourselves flying around more slowly and it was more difficult to ignore the terrible Z-fighting and even though its V2 we had to do something about it.
There are still a few things left to do on V2 before its next release, with updates camera and rendering system also you may be able to spot some of the of the newer systems from V3 creeping into V2…. But that should drop pretty soon.
Firstly, OMG I cant believe people found the Fly Hats. Furthermore, I am getting reports that the space fly hat didnt appear in peoples wardrobes. How very Fayju :S Fear not, if you have the message that you found the space fly hat in your notifications on the fPhone, I should be able to get it unlocked in a fix in the upcoming V2 update. (We really were not expecting people to go looking for them.)
It has been a bit of a January fix fest for both V2 and V3, now we are in Feb we are starting to see things more clearly.
After putting out a really exciting update just before Xmas we were looking forward to continuing at that pace into January. Unfortunately, it didn't turn out like that. One of the big disadvantages of being just the two of us really hit home in the first two weeks of the year. After Unity make some updates, it invalidated a lot of the progress we had made in V3 and we spent the first half of the month trying to isolate what went wrong and havent resolved all of the problems yet. Spending so much time searching for problems, isolating and fixing them, is something we are used to in game development, but for small teams, this has a massive impact on progress.
In comparison to V2, the V3 set up is now incredibly complex. Swindon has fully dynamic lighting to cater for the Day/Night system, high resolution texturing, where details are streamed in dependant on whats in view, PBR materials that react correctly to lighting, occlusion culling, a whole range of post-processing effects, kick-ass water, LOD setups, Network integration and a whole bunch of other components some that we made, some that we bought, some that are just complex bits of Unity that we need and had to learn to use. So when some or any of these complex components stop working for any reason .. (...often because we updated Unity ) development takes a real kick in the Charlie's Angels. Spending all our time fixing rather than making is the downside of us being just two.Dont misunderstand me though, we love the challenge and we are so excited about V3 more than I can say, even if it sometimes feels like its getting the better of us.
On the other hand, The Magical Mystery Toilet update reminded us of the advantages of being a small team. Because V2 has a more stable base and set of unchanging components ( also no more Unity updates for V2), it allowed us to rapidly put together a whole load of new content. If we werent spending most of our time building up a reliable base for V3 we would have been putting out updates much more frequently with V2 in 2017. That's why getting to a stable base in V3 is now so very important and our main priority.
We still recognize the value of V2. Having spent more time on it recently we were reminded that there are lots of issues in V2, most of which we had abandoned because we figured, "meh, that wont be an issue in V3". Things like physics optimization, the flickering of decals and the stripyness of the sea at altitude (Z fighting)and sea not being great, the lack of distance fog and post-processing effects and that the blimps are not great to fly and could be much better if they tipped less and carried stuff. All these issues we just figured would be resolved in the development of V3. Things are different now since V2 and V3 are very separate projects. They both have their own lives. So in the spirit of The V3 January Fix Fest, we figured, let's spend some time investigating the possibility of fixing some of these outstanding V2 issues. And we found a few ways we could make it better.
It makes sense that V2 could have a few things added and fixed and tweaked, it could help it stand on its own and not just on Steam. We often have requests to put AF? on other platforms not to mention all the scammers charging people for fake versions of Amazing Frog? on mobile platforms. We had considered this before and even made mobile versions of Amazing Frog? at different stages of development. But we always abandoned it because we didn't want anything getting in the way of V3. In fact one time back in 2014 pre Steam, we showed V1(from OUYA) to Nintendo, but at the time they didn't think it was right for their platform.
After the balloons and the lunar lander were added and we found ourselves flying around more slowly and it was more difficult to ignore the terrible Z-fighting and even though its V2 we had to do something about it.
There are still a few things left to do on V2 before its next release, with updates camera and rendering system also you may be able to spot some of the of the newer systems from V3 creeping into V2. But that should drop pretty soon.
Firstly I hope you are enjoying Amazing Frog? : The Magical Mystery Toilet. The second set of hotfixes has now been uploaded. We addressed some problems we saw in some videos and of course the community has been really helpful in spotting stuff which has gone wrong.
Some of the things the new hotfixes resolved were cars exploding as they get flushed, jumping through withheld objects going a bit weird, no reward on red Megladon…various rewards not triggering. sorry.
We really do try and test like crazy, but its difficult testing a magical toilet that you can put almost anything in, also we added way more stuff than we had time to control…I mean seriously, we had "shark cannon" on the list…. Either way, we had an awesome time making The Magical Mystery Toilet Update and it just wouldn’t be Xmas for us without a last minute Xmas update.
It's been such a long time since we updated the store page too. not even sure what game I am looking at, we really need to update the store page artwork and trailer… heh and the Splash screen. There are so many great screenshots in the community I think we are just going to have to use some of these on the store page. That is if we can organize ourselves enough to do it... A couple of days ago I went through the screenshots of the f0.2.9a and I ended up downloading over 70 …There were loads more that I liked too! So that's why all the screenshots in this devblog are yours. The ones I downloaded from the steam community.
There are so many that are great for all sorts of different reasons. Some show achievement and dedication, some show off the game well, some alert us to bugs and some just make us laugh like crazy.
Also, its a great place to see the weird and wonderful things you guys have been getting up to in Amazing Frog? Often there is a lot of activity we hadn’t even thought of.
(this feels like it almost simulates soft bodies)
(This is one of my favorites, not just as a cool screenshot, but as I was shocked to see you can pick zombies up by their legs… I mean I must have programmed it to do that, but I had just forgotten. I may have to make it so you can pick up the other NPCs by there feet too.)
(…)
We’ve been making hotfixes, and billboards etc, but we still slowed down a little over the Holidays and these past few days gave us a chance to reflect on the past years development. It was fun being back in V2, in fact, we had a lot more fun than we had anticipated. We had been so wrapped up in the newer looking graphics and more capable physics of V3 that we had almost lost sight of fast-paced nonsense. Developing V3 is a much more careful process, demanding more time and precision, but working in V2 reminded us not to lose our fluidity. For example, if I want balloons I should just get on and build it and not worry so much about if I am going to break everything (I mean it did break a quite a few things, but not everything). V3 is our main focus and will continue to be so as we enter 2018, but there are some items on our V2 Update list that didn't make it to The Mystery Toilet update and hotfixes and I don’t think we are going to be able to resist the temptation to make them a reality in another V2 update very soon. Even if we just spend a bit of time here and there on V2. Also, since we have built better controls and input in V3 it's really been bugging me that you can’t click on the menu or phone with a mouse in V2. So I may need to do something about that in the near future as well.
Amazing Frog? f0.2.9a The Magical Mystery Toilet this is a V2 update for Xmas.
So we made a toilet and tried to flush everything down it. Seemed like a really good idea at the time, then after we were half way through we were like… what the hell are we doing? You can put anything in there... But we persevered and saw it through..mostly. Its probably one of the strangest and most experimental updates we have made. Since it was a V2 update it made sense for us to lean towards the more experimental. If I am being honest we have not tried all the possibilities with the Magical Mystery Toilet (there are so many) so we expect to make some amends additions and changes.
I haven’t had time to fill out the change Log, sorry so it might be difficult to know what to look form but thats all part of the mystery, but at least there is a new “Need Help” fApp on your fPhone :) That should guide hopefully guide you a bit
We’ve fixed a lot of stuff from f0.2.8e The Swindon Space Program. We’re very sorry about these things. For example the grapple hook having an undo button really helps get more use out of it as a tool. It was bad that we left them like that for so long, its just that since the last update we have just been so wrapped up in V3 which is a completely different environment. (Wondering what V2 and V3 means? please check out the previous Devblog 021)
I won’t write too much now
Just some images…I’ll write a proper devblog after I have done the hot fixes.
Without going into too much detail, since most of this update is focused on experimentation and secrets. We will most certainly expand on this, we really had a lot of fun making it. Its been healthy for us to have a month where we have focused exclusively on messing about because when building V3 we had to be very strict with ourselves not to get carried away and its imperative to get the foundations right..
Happy Holidays All, I hope you enjoy.
Things are really starting to come together for f0.3.0. Its been a long road, but the decision to do a full rebuild is certainly starting to show that it was worth it. It gets to a point when you have been reprogramming game from the ground up that it all starts falling into place rather quickly. There are many things that we have done in previous iterations, that in redoing, we benefit from our previous experience. All the mistakes we made in the original are also influential and helpful on the path forward, but thats a whole other conversation about development in general. The bottom line is we do want to do everything to be so much better than it was and be futureproof. Not only that, but f0.3.0 will be the first multiplayer version of Amazing Frog? and that is at the core of the rebuild. Its likely that the first few versions we make public will not have all the features of the previous versions as it will take time to convert them in. But each feature will have loads more depth.
First off, did I mention last time that I was working on User interfaces…? I don’t really like working on interfaces, because it reminds me of building websites and boring advertising stuff that I used to have to do every day before I was able to focus purely on making games. Nonetheless, I am thankful for my history of building “boring” applications as it is incredibly helpful in getting the new user interface set up for f0.3.0. So I had to start with fOS 2.0
I wrote most of this devblog a couple of Fridays ago and then i selfishly went on holiday without posting it. This past week I have been wrapped up in programming, but today I thought i should make some additions to it and post already!
Looking back we have noticed how writing devblogs has started to be really helpful to us. We spend so much time spent focused intently on small corners of the game, that stopping to write a devblog forces us to step back and gaze at the bigger picture. With a wider view of everything its a good opportunity to check in on the overall presentability of the game, but also to help us to refocus on the main task of creating this world. One task always leads to another, for the past few weeks i had definitely lost sight of where i was heading. Fortunately, i tend to trust my instincts and while sending myself off on a series of tasks I can always find my way back to where I was heading by completing them. Each smaller task being a breadcrumb in a trail that brings me back around to a larger more important task which i had forgotten about. When i get back on track its almost like… oh yeah I remember why I started doing that seeming unrelated thing now and I understand why my previous self sent me off in that direction.
So one of my biggest distractions recently is a new User Interface system(UI) I have been building. Basically, we want more customisation throughout, from clothes, to cars, to weapons, to modes, to servers, to quality settings and so on and so on. We need a unified UI to make this happen. Its important that we have something that can scale with the game as it grows, by working as a prototyping UI and also a finished UI. I needed to make a system that we can use productively in development to perform all these different types of operations, but will also work for players in game. Also, we need a UI that will work for all input devices and in a much more coherent way that the UI was in previous versions. Think fPhone 2.0, or something like that. Feeling really positive about it and what its going to mean for the possibilities for the future of Amazing Frog?'s continuing evolution. Although as I said to Hal yesterday, "I just spend all day programming away like Jessica Fletcher from Murder She Wrote and all I have to show for it is a button that disappeared when I pressed it". Sounds bad… but actually it was a good day as it proved to me that the new system works… Next I can use it to displaying interactive connection data or rapidly build a clothing moderator or settings manager … well I will decide tomorrow.
Level Of Detail (LOD)
As you can see from screen shots we have posted over the past few months, The level of detail in the new Amazing Frog? is much higher than before. Its not just about the models and textures, but also the surfaces and lighting. Hal has been improving how we see the buildings from distance, by manufacturing more accurate lower Level Of Detail(LOD) instances of everything. This is all very much about optimisation. Rather than having all the buildings in view in high detail with loads of polygons and materials being rendered, we make simpler versions that you see when you are further away and then how the low detailed object is displayed is based on view location and quality settings. We have also been doing this kind of optimisation on the shadow casters and reflection probes. We have so many active lights in Swindon now, all capable of shadow casting, that it was imperative to cull that activity.
Concrete
As I mentioned in a previous post, we were doing away with all the old style models and assets some of which dated as far back as the OUYA and some were even originally made to run as background assets on an iPhone 4. That included most of the architecture, but their physical presence in the space is quite important. Instead of removing them completely we have "concreted" them. This is to allow them to still function … you know as big blocks of mass and to help you navigate er… vertically. We felt this would be a better way to represent the missing architecture of the old style temporarily, while Hal is working his way through them. Although currently he has been focused on covering the frogs lower regions.
Clothing
Really excited about where the clothing is going. Hal has been making it much more physical and the library of items of clothing to be worn in combination is growing steadily. No trousers (aka pants) in the screenshots, but we've got them too (will show you next time) There is a puffa jacket and some hoodies now. A larger selection of clothing is what we always wanted for Amazing Frog? especially as we become an online game. We wanted enough variation to create your own unique frogs. This extends to how we have been recreating other features too, as you have seen with the cars. We know there is a big wave of customisation coming to Amazing Frog? This is why I mentioned earlier about the necessity for the new UI system and why it has been important to create a solid foundation for it.
I just like this image with the sun rays… I’m really excited to show you what we can do with the day, night and weather systems… but I think static screen shots don’t really capture it that well. Don't worry about all these image effects too, the intention is to make many of them optional in quality settings.
So I guess we should get back to it. Sorry for the wait on Devblog 018 , Thanks for all the positive comments it means a lot to us, while development can sometimes feel a little overwhelming, we kind of live for this and don’t want to be doing anything other than making Amazing Frog?
100 more years Amazing Frog Development … .dot com.
I’m afraid much of what i have been doing over the past few weeks I would find hard to glamourise. Really, I’m not sure how to make it sound interesting. Fear not, because Hal’s progress with The Fayju Building yields prettier pictures which follow, but I’ll start with the boring stuff, so hang in there...
LATE - Apologies for not getting the devblog out last Friday I did say i would try and do one very two weeks. It can get really distracting, there is always just one more thing to program. This week i got distracted with what i would describe as the underlying architecture for my "interactive object system". That sounds really conventional I guess and ... I dunno... maybe it is. Its about three ‘forces' being able to control everything cars, cannons, sharks, NPCs, guns etc... Those three ‘forces’ being a player ,the network and AI. Its something I have wanted to get my teeth into for a long while. I remember on the OUYA we had lorries (Trucks) cruising up and down the main street in Swindon, and cars supposedly driven by NPCs. They were on rails and I hated that. I liked what they did in the game, you know standing in the road and then suddenly a lorry takes you out… but I hated how they felt so incomplete they disappeared to nothing (this is all pre the great wall of Swindon). I said to Hal back then when we started on Steam that I would not put cars back in on rails… The only time you would see another frog driving a vehicle other than a player would be via network or AI. Any way thats the point I am trying to make…? The devblog is later because I got distracted this week with laying the foundations that would enable NPC frogs to ‘decide’ to drive from A to B.
In the spirit of trying to maintain more regular development blogs, here is a new entry of what we have been doing with Amazing Frog? over the past couple of weeks.
We didn't really feel in the position to write devblog this week, but I am conscious that you may want to know what we have been up to in the weeks that have passed since f0.2.8e The Swindon Space Program. Development never really stops on Amazing Frog? These past few weeks we have been crunching on the Unity 5 version and there has been, and there will be, a lot to be getting on with. I’ll have a go at trying to explain whats involved in some of these processes.
If you have been following the devblogs then you will know that we started working on the Unity 5 build last year. Our initial approach back then was to bring all the Amazing Frog? content into Unity 5 and begin a process of fixing and updating. This was relentless and left us with a complex and near broken project. It was a bit like cramming all your toys into a toy box and then climbing in to fix them. Eventually we had decided that this was the wrong way to go about it. After 4 years of development and having added loads of content to the Amazing Frog world, many files, objects,systems were in desperate need of refactoring and re-organisation. Since Unity 5 was so different not just in how you make worlds, but how the physics works within them, we decided to strip out everything and only integrate working new assets one at a time, i.e. transfer the toys from one box to another one at a time. This has left the world feeling very tidy and looking much better, but the process is a bit slower. So lets have a think about 3 of such toys being transferred.Basically 3 Core components of the game - Swindon Shire, Swindon's Architecture and The Frog and what you might expect to see from them in The next version.
A new Update available for Amazing Frog?. We are very proud (and relieved) to announce that f0.2.8e The Swindon Space Program Update is now available. After some pretty tricky bugs that popped up last minute… I wonder did we make it in time for Easter? Well we did try. Just so you know the bunny ears expire by the end of April.We added a lot of things to f0.2.8e that we have been meaning to add to Amazing Frog? for a long time. Some of these things you will have to earn or discover like the flamethrower of that contraption on the frogs back, I won’t spoil it. There are also more fundemental things like in-air controls for all vehicles. Cars also have a hop button where the handbrake was and handbrake is on right bumper.
Aside from being the “fire” update which was a pretty big system to implement, the moon is now more explorable which opens up a whole bunch of other things to do including gemsmash and moon buggy time trial among other things. Make sure you start your tour of Swindon with a visit to The Swindon Town Planning Office for further information of whats going on around town and take a peek at the change log.
Aside from all the fun stuff added in the is Update, we also added some more systematic stuff. The Steam detection (big red lazer walls in Hideout) has been rewritten and is now more explanatory on whats happening. We also added some super basic analytics, so we can start to gather what machines people are running Amazing Frog? on. This information can really help us moving forward.We will be ready to make any hot fixes this week so keep letting us know if you run in to issues. I am pretty sure a lot of things from previous version have been fixed like the cathead and tvhead. I think it would be best to give it a few days to see if there are any crazy problems and then i will make a 32bit version of this update for those that require it.Our next goal is to update the store page. We haven’t really updated it since we first put Amazing Frog? on Steam Early Access so it doesn’t really represent the game very well. Also it’s been ages since Hal and I made any videos. After we have done that I will come back and write a devblog about what happening with the u5 stuff, the new frog, online etc. For now… Happy Chocolate egg Weekend and enjoy f0.2.8e - The Swindon Space Program Update.
Hello Again.
Sorry that its has been a while since the last devblog. Lots has been happening and its been getting really complex to explain what and why we are doing. I’ll do my best.
First off we have a rather fiery update, f0.2.8e, that is almost ready. You had the grapple hook, bombs and rc cars in f0.2.8d and we are introducing fire in various forms and a bunch of other things into f0.2.8e. Its a pretty big Unity 4 update again. Mainly it is new mechanics and systems. Its an exciting update. One of the main core new mechanics is Flammable trails….
For example take a can O fuel to your local Art gallery… leave a trail on the floor….
shoot the trail with your gun.
To be honest we haven’t explored all the possibilities of this yes. But we have been making sure the flames have an effect on most things that move.
Also there were some rumours about the Swindon Space Program actually going to the moon, not sure i can say what that is all about. I think some frogs daydreamed about going to the moon while riding a crazy buggy up on a hill.
So Gaz, on a more serious note... the online version and unity 5… Where is it?
Oh its happening. What you need to know is that The Online Unity 5 version of Amazing Frog? (f0.3.0) is coming. Not even Trump can stop that.
To talk about progress on f0.3.0, I should explain why in the last 6 Months of 2016 there was no UPDATE !!
It was depressing to have so long without releasing an update. Seriously, Hal and I love playing Amazing Frog? and a new update is literally a good time to sit down and play it for hours, maybe make some videos, but also to remember why we became game developers in the first place. But after the Big Switch which I mentioned in Devblog 008 we had our work cut out for us.
Its not that progress isn’t happening, its just taking a long time. Longer than we expected. This is beyond being tripped up by our usual blind optimism. This was not realising that pretty much EVERYTHING would need converting and rebuilding. Code and Assets. We never expected to have to change SO much just to get it to work, but we also,never expected to feel so empowered by Unity 5… The possibilities.
There is so much going on in the Unity 5 update that is so awesome, literally so many moments when Hal and I have been staring at the screen thinking shit… thats so awesome, did we really make that ? As arduous as the task is, Unity 5 forces you to step up and be a better developer. The current problem with the Amazing Frog? Unity 5 branch is it doesn’t all come together yet with the same kind of synergy as the f0.2.8 versions have. Its like lots of isolated clusters of a big beautiful puzzle. The unity 4 puzzle may be more complete but it will never be as nice to look at.
So In November after realising that we would find it too difficult to replace the standing unity 4 version on one go, we came up with a different plan. A plan that enabled more output.
Hal has been constructing objects and buildings for the Unity 5 version since before the Frog Milk Coffee Co Update, I think I spoke about this before. By focusing on the likes of new weapons or mechanics like the Grapple hook and active trails, it gave us the opportunity to start building new content that was Unity 5 safe, but would also work in Unity 4 again. These things are more related to smaller code driven objects rather than the new architectural features which define the Frogthropology™, like the Bank of Swindon. Each of the businesses and institutions in our Swindon are important to the ongoing development of Swindonshire. Objects and buildings are important, but its the social and Frogeconomics that will drive infrastructure of the FrogLife™ecosystem. If that makes sense to you, then great you now have an insight into our ambitions.
So the unity 5 development continues. Yes through December and January The Unity 5 development process slowed to give way to f0.2.8d and f0.2.8e but it did not stop. We have had to bend little with Unity 5. The physics is very different. Better basically. However, to get it too feel as fluid as Amazing Frog? we are having to make some changes. On the plus side… melee should be part of the basic frog actions, like we always dreamed, more on this after f0.2.8e
Also, On the grapple hook screenshots…. wow.
Its time. I’ll keep this short but we just made f0.2.8d available.
Yes thats right, we have done an update... Its not the unity 5 beta .. no not yet. And its not the online version. This is a gift from us to the community to say thank you for all your patience and also for making Amazing Frog? possible.
I won’t say too much about the Update other than there are more secrets as usual and you can unlock 12 holiday gifts. However, I will say this , the challenge will expire on the 12th day of Xmas as the decorations are taken down.
I’ll leave you to explore the update yourselves. Happy Holidays and Thanks.
So If you are still reading down to this bit, heres some more information about whats going on.
Lets call it the Devblog-y Bit of the post
Firstly, Why have we done another Unity 4 update?
The short answer is because the Unity 5 version is not ready and we couldn’t allow Xmas to pass without putting a festive update out… its just not how we roll.
The longer answer is along the lines of what I mentioned in the last devblog, although progress on the Unity 5 build is exciting, the feeling of the gameplay is not quite right yet and it has become increasingly necessary to reprogram a whole bunch of fundamental froggy stuff (F.F.S). Once I had got past my initial instinctive fears of change, it became very clear to me that this process is having an increasingly positive effect on the overall development. This is mainly because it is allowing us to reorganise some of our key fundamental systems. Key Systems like driving and access to cars, weapons and where to get them, currencies and where to spend it, apps and how to get more out of them, citizens and what they are doing, police robbers etc. We are not looking to lose the “open” nature of play in Amazing Frog? but after spending a couple of years developing and adding its been good to refine and organise.
How did we do it?
We have been working exclusively in Unity 5 for the past few months, so to make this update possible we again brought some aspects of the newer game into unity 4. This is why you may find that gift number 12 is fairly experimental.
Expect spelling mistakes. I know that the new xmas drink in the FrogMilk Coffee Co has the incorrect price on it its says 88 Frog Milk Tokens when it it actually 8. Also feel free to play spot Gaz’s rushed typos.
We never hold content back that is ready, we always want to get it straight into your hands. Since its is just the two of us we have nothing to gain really from holding back content that is ready to play. because once something is ready to play we are working on the next bit, we don’t have any level marketing strategies or anything like the bigger games companies. We embrace that this is Early Access and keep progressing the Amazing Frog? world.
Again Thanks,
First things First… Where is the Unity 5 Update?
I want to make one thing clear - The Unity 5 update will NOT be ready before Xmas… :(
We just don’t feel that its ready to be played. We have been doing some really cool stuff that I desperately want to share with every one, but its not ready as a whole. Hal has been busy fleshing out the high street, for the new businesses that will occupy the new buildings and we have made a lot of progress with multiplayer and the overall environment , but the physics is just not “Amazing Frog?y” enough. And to be blunt its going to take more time. On the positive side this means that when we do make the first Unity 5.0 beta available there will be a lot more new content than originally planned. Thank you for bearing with us.
Secret Santa’s 12 Secret Presents
We just felt that it would be lunarcy not to put out an update for you guys to play over the holiday period. We wanted to give you something special. We pulled up the Unity 4 version and started prototyping some of the unseen goodies we had been working on for Unity 5 and felt we had just cause to let you win access to them through SSSP (Secret Santa’s Secret Presents) Last year we dropped the Xmas update on Xmas Eve…So for 2016, we are going to try and get this one out a bit sooner :)
The next devblog will have a much more in-depth look at the upcoming beta. It has been a chaotic past month, working in both Unity 4 and 5, simultaneously again, and it can be difficult to find the time to put what we have been doing into words. As i mentioned before, sometimes the Unity 5 version feels like we are making an entirely new game, "Amazing Frog? 2" if you like and grappling with the conversion issues demands a very serious approach to development. Having some time to focus purely on making fun content has been incredibly refreshing for us. Helping us to remember why we are building this game that we love so much. I don’t want to spoil the surprises by saying what is in f0.2.8d, but we put some hidden stuff in there that we think is out of this world.
Also - I'm sorry I have been quiet in the discussions, but I want to express how grateful we are to everyone in the community for helping each other and making it such a cool place. Especially Zeron and Pootispaghetti who have also been super helpful bring things to my attention and sometimes I think they know more about Amazing Frog? than I do.
I will post here again when Secret Santa’s 12 Secret Presents is ready to play.
Part I
Often, I throw images at these blog posts so you can see what we have been up to. Today, I think, this is going to be a word heavy post. This is because most of our time recently has been spent working on solutions to existing problems.
It might seem at times that most of the game is inplace and that all we should need to do with updates is just add more stuff. To a certain extent this is true or has been true, it's a balancing act. Imagine you have been riding a unicycle for some time and you have become really good at it. So much so, that while you are unicycling, you can carry quite a few boxes and then some more boxes. You want to keep carrying more boxes, but sooner or later you'll need to rethink the unicycle or you will end up in a mess on the floor.
The "unicycle box stacking thing" is a metaphor where the boxes are new ideas and features and the unicycle is the existing engine or framework of the game. Put simply, you can't make an omelette without breaking some eggs and in this case the unicycle which represents many of our underlying architecture for the game... is eggs.
If you are thinking,
"This is an announcement that Hal has built an unicycle and Gaz has programmed so you can carry boxes while riding it",then I am sorry... but the metaphor had to come from somewhere, so I am not saying we haven't thought about it and thinking about it I do love eggs.
As you know, if you have been following these devblogs, our main focus is Online play and we are happy with how this is going, but the systems that we have built up over the past few years are not conforming well. Many are having to be completely restructured to accommodate the change. Change is good because it means improvement, but it is time consuming.
Amazing Frog? is a physics based game and its important to us that we aim to keep as much synergy between what objects are doing on every ones machines as we can. For us, this means that we are integrating online capability to all objects at as low a level as we can and this has involved a major restructuring of virtually all "frog" systems.
A bit like upgrading a unicycle to a BMX.
Its taking longer than we had hoped. But its looking better than we had imagined.
Its Steam Dev Days, I am writing this in the early hours of the morning before it starts ... I think I have jet Lag...
I'll write part II after Steam Dev Days is over.
Since the last Devblog we have fixing a lot of leftover problems inherited from “The Big Switch” (see Devblog 008). Luckily, by its very nature, that process of “fixing” soon evolves into a process of refinement.
Things have been moving on with Amazing Frog? But its difficult to decide what to talk about. Some things, like whats new beasts we are working on, we would probably want to keep to ourselves, as we don’t want to spoil the surprise. Other things like day to day development I would imagine could be a bit boring to read about, but I guess thats the nature of Game Development…bits of fun at the summits of mountains of hard work.
Lets start with the boring stuff.
Exciting times for us, we have been really busy with the Unity 5 transition. There is a lot to talk about so I won’t cover everything today.
As I have mentioned before, Hal and I have been looking forward to being full-time in Unity 5 and we have been planning toward this transition for quite some time. Things are going better than we had hoped and our initial tests show an uplift in performance, so It’s all very encouraging…. but its also a lot of work.
This Devblog I will try and start to give you some idea of how we are going about it.
We have just released a hot fix update to f0.2.8c after a frantic four day bug hunt. Last Thursday we released The Frog Milk Coffee Co. Update only to discover minutes later that pocket mode was broken on Windows and Linux. One thing led to another and we ended up fixing a few more things... It felt like Unity 4 was throwing us some last minute pain before we finally said goodbye and moved on.
Before I explain what was wrong I need to first say again about your DATA.
Is its friday again? Technically no I think it just turned into Saturday. Well, the update is pretty much done, apart from a few things, so I am updating the beta with our latest dev build :)
It should be much more stable than the last one…. I am just replacing the beta that was there. If you are in beta already, it should work like a normal update.
What have you been up to Gaz and Hal?
Good question, Gaz. Thanks.
The Coffee in the The Frog Milk Coffee Co Shop kind of lost its kick in the beta because the rewards points were not working correctly.
Sorry :)
If I am honest I knew the beta had a LOT of issues, but I just kind of figured that people wanted hands on stuff and considering we will be starting Unity 5 betas soon, I thought why not just provide the option to try out a beta build. While some of the issues, like the rewards, I've sorted the code, things like the effect of “getting jacked up on premium grade frog coffee” were not really fully complete any way, so you didn’t miss much. But I am working on that right now too… well now I am writing a devblog, but you know what I mean.
I really wanted to say thanks for the response to the beta, its been really helpful, I'm so glad we did it. We were not actually expecting many people to play it, but its great that you did. As the game grows its becoming increasingly difficult to keep track of all the changes and bugs between the two of us. Sometimes even one wrong line of code can cause multiple bugs that may seem unconnected, like when the keycard and the Key to the city did not work without restarting the scene… one line :/
This past week has been pretty much fixing all the problems you found and of course fixing some we already knew about. Most have been fixed, so expect the beta to be updated pretty soon, dependant on the following stuff in the Devblog.
Welcome to Amazing Frog? f0.2.8c - The Frog Milk Coffee Co. Update, Kinda… I’m making a beta available, The official update will come this week.
Sorry its been taking so long, I hope you will find it worth the wait. Its practically done. But there are things that I still need to fix and that may take a few more days. So what I’ve decided to do is make a beta that is not password protected - Its called Preview you can opt into it in 'Betas' in game settings on Steam. That way if you cannot wait a few more days for me to resolve the rest of the issues in f0.2.8c, then you can switch to beta and preview it. Also if you experience any craziness or crashes, you can let me know and hopefully I can fix it. Just a note: It will not effect any of your previous save data from older versions, but it will not load any of it in either, so it will start you from the beginning.
Late again… The Frog Milk Coffee Co. Update is going to have to slip to next week. We came pretty close this time and its almost ready. I’m going to keep this Devblog short because we need to keep momentum going to get the update out as fast as possible, but I want to keep up the practice of DevBlogging so we can keep you posted of what we are doing, thinking … farting etc.
I’m going to try and keep writing DevBlogs (and calling them devblogs instead of devlogs). This seems like a good way to keep you all updated on progress and to answer some of the questions floating around the community.
Firstly, The The Frog Milk Coffee Co. Update is much closer now. We are aiming for next Friday, but it may well slip to the following week. Its a pretty big update as it is our exit from Unity 4, a big step that will allow us to focus completely on the Unity 5 branch that we have in development.
Thanks to everyone for your feedback to last weeks question with regards to saved data. Its so helpful and we really appreciate it.
This is what you can expect for your saved data in f0.2.8c - We are making it so some data will be reclaimable and some will not. The fSport App will have to be completely refreshed, thats unavoidable, and other things like your current appearance will not save. However, for other data we will create restore buttons on the fPhone. This is so you can restore some types of saved data like SCP or outfits to what was unlocked or collected in version f0.2.8b. This will be your choice.
So what have we been up to this week? Well I won’t tell you everything because that will destroy the surprise of the stuff in the Update. I want to tell you about egg timers, for example, but I won’t. I think thats partly why we had not written Devblogs before... for fear of spoiling upcoming surprises. These days there is so much going on each week thats not such an issue.
We noticed that other developers write DevLogs so we thought you would appreciate it if we did the same from time to time. So here is Devlog 001.
Its been a while since you have heard anything from us. So I thought it would be best to update you on what has been going on with Amazing Frog? since f0.2.8b -Who Let The Frogs Out?. We haven’t stopped, we are still developing like crazy and loving it. Thank you!
Welcome to the second part of Amazing Frog? f0.2.8 - Who Let The Frogs Out?For us f0.2.8 was a big mile stone for lots of different reasons.
Hello Everyone, I just wanted to bring a small typo in f0.2.8a to everyones attention. This is mainly regarding the Change Log in the recent Holiday Rush Update. The Holiday Rush Update was just that - a massive rush to get you guys some new content for Christmas, but there were (as always) a few things that got over looked.
In the Change Log there were two entries that were input incorrectly.
Happy Holidays every one. This is The Holiday Rush Update for Xmas 2015. I’m going to keep this short, its 4 am here. We both really wanted to get f0.2.8 out before Xmas, but its not ready yet. But we couldn’t bear the thought of not doing a Xmas Update - So this is it
f0.2.8a Holiday Rush 2015 note the ‘a'
In usual fashion I have just made it live and I think its best to just go and mess about in the game to get a feel for whats going on, But today its worth mentioning a few things.
SO...
As many of you have noticed we released the Technology Update (f0.2.7) for Amazing Frog? Last week. Thanks so much for the feedback. As ever you guys are awesome.We have been very busy this past week making fixes and finishing of a few things which didn’t make the update in time. We will get that out as soon as possible, so stay tuned for another update pretty soon. Thank you to every one posting bugs, ideas and observations, Minecraft replicas! and illuminati guides in the Community. We are listening and always appreciative.So here, one week late is the official announcement for The Technology Update.
We know a lot of you are eager for the new Update. Its close… I am going to say we should have f0.2.7 available the first or second week of October. Its certainly the biggest content update we’ve done… code name - “The Technology update” .
Originally, we planned to just do a hot fix to make the blimps faster, but both Hal and I got carried away adding a bunch of other things.
We’re really excited about f0.2.7, but we don’t want to give too much away. For those of you who want spoilers heres some images that should give you a glimpse into what we have been cooking up. (Also Thanks SO MUCH for all the support in the community and the awesome screenshots!)
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We seem to be Developing a habit of announcing the new updates after we have actually released them. This is mainly because I am much more comfortable programming than writing announcements. We put out f0.2.6 which this weekend, it was f0.2.5, but was then updated with some “Friday Fixes”. This is a big milestone for Amazing Frog? A more optimized Swindon.
The next update (f0.2.5) has been a tough one. As I said to various Community members, at one point we were almost ready to go live with it. So I thought it best to write an announcement to explain what has been going on.
Many people had pointed out that Amazing Frog? wasn't running so well on some of the less powered machines. Until recently we had expected to deal with most of the outstanding optimisation issues during the migration to Unity 5. the migration process is taking way too long and so we had to make a decision last month.
Plan A: - Release the new content for all and risk some of the less powered machines taking a big hit on performance.
or
Plan B: - Perform a series of much needed optimisations to make it run faster, but delay the next update as we would need to break quite a few key systems to progress. Eggs.. omelette etc.
We went with Plan B as we felt it would be better for All.
So for the past Month many optimisations have taken place. And I am happy to say they are now working really well and we are close to the next update, and just have to tidy a few remaining issues.
We are almost ready with the 8th Early Access update for Amazing Frog? we are calling it Frog Gate (f 0.2.3).
Since "Dingy" we have been primarily concerned with the journey out of Swindon. The Road networks of Greater Swindon Shire are starting to take Shape. We'll have more on this when we launch the update. As usual it will be as soon as we can.
Amazing Frog? f0.2.0 Buoyancy Amazing Frog? s 6th update on Early Access is now available. The Gym has opened it's pool so go take a dip.
As Always Visit the Swindon Town Planning Office for news and information about Updates
The Gym Pool has been Cleaned and is ready for a dip.
If you fancy something more adventurous head down to the coast for some water sports
Just be careful
Always use Protection
you can also read this here
We are close on the next Update… really close. We were aiming for today but got carried away with an extra feature, but its only a matter of days now. In the meantime, we just wanted to share some screenshots.I should say, however, that this coming update is not just about sharks and buoyancy. There is an element of danger coming to Amazing Frog? which is why we are upping the next build to version to f0.2.0.I will go into more detail about this when we upload f0.2.0.
In other news The Swindon Frog Arts Council have also commissioned a new Contemporary Exhibition to help you contemplate your very existence. Conveniently the Launch of this new prestigious exhibition is set to be the same date as the next Update of Amazing Frog? Here is a Preview:
Also - Thanks to all the players submitting screenshots and engaging with suggestions in the community. I do my best to reply to all of them. The screenshots tell such an amazing story and we recognise the Artistry involved in capturing these images.In future updates we will provide more tools for frogs to create these awesome artworks. Here are some that were posted to the Community page that gave us a giggle or reached out to our emotions in other ways.
Here is the next update for Amazing Frog? We are calling it f0.1.2 P.O.P.
Apologises that this one took longer than we hoped. Some players pointed out in 0.1.1 it was starting to get a lower frame rates, This was because we got over excited by the vehicles and were adding too many without properly optimising them, which is a process we am still working on. Eventually when they are optimised properly there will be many vehicles and NPCs in Swindon. So For now, temporarily, we have created, P.O.P. a performance optimisation panel to help address this issue.
Please remember to visit the Swindon Town Planning Office for update on changes in the all version …. since we added the Swindon Town Planning Office.
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