Name | Automata Empire | ||
Developer | Nonadecimal Creative | ||
Publisher | Nonadecimal Creative | ||
Tags | |||
Release | 2016-04-08 | ||
Steam | 7,39€ 6,19£ 8,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Automata Empire Linux [97.33 M] |
As some of you may have noticed, leaderboard scores strangely weren't uploading for anyone except me, the developer. With a little help from a few people sharing their seemingly unrelated crash logs, I've been able to fix both the crash issue and the missing leaderboard scores, which turned out to be related. |
As some of you may have noticed, leaderboard scores strangely weren't uploading for anyone except me, the developer. With a little help from a few people sharing their seemingly unrelated crash logs, I've been able to fix both the crash issue and the missing leaderboard scores, which turned out to be related. |
Automata Empire's online multiplayer is here!
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Automata Empire's online multiplayer is here!
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The multiplayer beta is here! Now you can play 2-4 player games against your Steam friends around the world with online multiplayer. The online multiplayer lobbies are divided into global regions. If there aren't any players connected to the same region as you, you can try selecting other regions from the dropdown menu. You can also use the Multiplayer subforum here on Steam to schedule matches with other players. You also have the option to create private matches that only your Steam friends can join. If nobody reports any issues with multiplayer during this weekend beta, then there should be another announcement coming next week about the full multiplayer release (and a 25% off sale!) Thank you all for your patience! |
The multiplayer beta is here! Now you can play 2-4 player games against your Steam friends around the world with online multiplayer. The online multiplayer lobbies are divided into global regions. If there aren't any players connected to the same region as you, you can try selecting other regions from the dropdown menu. You can also use the Multiplayer subforum here on Steam to schedule matches with other players. You also have the option to create private matches that only your Steam friends can join. If nobody reports any issues with multiplayer during this weekend beta, then there should be another announcement coming next week about the full multiplayer release (and a 25% off sale!) Thank you all for your patience! |
In the past few weeks, I quietly patched Automata Empire several times so that everyone could benefit from things I've fixed while working on multiplayer. Many of these changes make multiplayer more fair by eliminating slowdowns and timing issues for people with slower computers, but it also reduces lag in singleplayer. I still have to tackle the Steam friends matchmaking functionality, but multiplayer should be live in Update #4 this month.
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In the past few weeks, I quietly patched Automata Empire several times so that everyone could benefit from things I've fixed while working on multiplayer. Many of these changes make multiplayer more fair by eliminating slowdowns and timing issues for people with slower computers, but it also reduces lag in singleplayer. I still have to tackle the Steam friends matchmaking functionality, but multiplayer should be live in Update #4 this month.
edit: On August 5th, I also patched one more time to fix a brand new bug that sometimes caused construction to stall on certain buildings. edit: On August 11th, patched again to fix a rare bug where buildings started teleporting around the map. Also fixed some missing images in the How To Play guides. |
I'm happy to finally announce that the second major update to Automata Empire is live!
Multiplayer Now that the singleplayer AI is much smarter, the game runs much smoother, and my replacement computer is built, I'm finally free to finish multiplayer. Based on the feedback I was getting from players, these issues seemed more important to fix before releasing multiplayer, especially streamlining the game's performance. I'll need a few days to catch up with personal responsibilities that I've been ignoring since the game launched, but then I'll be fully committed to completing multiplayer and further performance improvements. A lot of the remaining work is in the user interface: letting people play with their Steam friends, giving people control over who can join the match, adding error messages for every conceivable connection problem, handling when players leave matches or get disconnected from the game, and making sure the server list scrolls and updates properly when there are lots of open games. I don't know how long this will take so I can't promise a specific completion date yet. Plus, after my computer fire before launch and a 7000 acre wildfire came within a few miles of my apartment this month, I'm wary of more unscheduled misfortunes in the future. You can get more frequent updates on multiplayer progress by following @Nonadecimal on twitter too. AI: Behind the Scenes For those who are interested in a behind the scenes look at the game development process, I wanted to go into further detail on the story of the game's AI. While I was working on multiplayer a week before the game launched, I realized I needed to add construction timers for the buildings to compensate for the amount of time it takes to send that info to another player's computer. Previously, you'd click on the screen to build a tavern and it would instantly appear fully built, immediately killing 6 monsters for its cost. But in multiplayer, it might build on Day 35 on your computer and Day 36 on the other player's computer. In a normal RTS, this isn't a huge problem. But in a deterministic cellular automata simulation, if even one monster turns left instead of right it creates a massive butterfly effect of changes between the two players' games over time. We realized this during testing when we both started gloating about our victory in a 1v1 multiplayer match. Our game worlds had diverged in a way that allowed us both to win on our own computers. The solution was to add a construction timer to delay when a building was placed on the grid, allowing time to synchronize it on each computer. Unfortunately, I wasn't able to implement the construction timer until 2 days before the game's scheduled launch date. While I got it working in time, the AI was designed with the expectation that every building it placed would build immediately. With the delay of the construction timer, now units might move out of range before the timer ended, causing the building to despawn. This was especially a problem with the AI's roads. A few roads in the chain might not complete and the AI had no way of knowing to rebuild them. Delaying the launch date wasn't an option so unfortunately the game launched with these AI issues making it much less competent than it had been just a few days earlier. Rather than apply some quick fixes, I wanted to replace the entirety of the AI's logic and rebuild something more versatile that was capable of macro strategy. That took several complete rewrites of the AI code before everything finally came together, but I'm very pleased with the results. I think it's going to be a lot better at putting up a fight against skilled players and I definitely enjoy watching the AI battle itself in Autoplay mode a lot more. I'd like to continue improving the AI by giving it more capacity for strategic foresight and cooperation with other losing players to block the leading player's victory, but those further improvements will have to wait until after multiplayer is live. I hope you enjoy playing against the new AI and feel free to let me know what you think of it on the Steam forum. If you're interested in getting more frequent progress updates on the game's development, along with screenshots of funny bugs, follow @Nonadecimal on twitter too. |
I'm happy to finally announce that the second major update to Automata Empire is live!
Multiplayer Now that the singleplayer AI is much smarter, the game runs much smoother, and my replacementcomputer is built, I'm finally free to finishmultiplayer. Based on the feedback I was getting from players, these issues seemed more important to fix before releasing multiplayer, especially streamlining the game's performance. I'll need a few days to catch up with personal responsibilities that I've been ignoring since the game launched, but then I'll be fully committed to completing multiplayer and further performance improvements. A lot of the remaining work is in the user interface:letting people play with their Steam friends, giving people control over who can join the match, adding error messages for every conceivable connection problem, handlingwhen players leave matches or get disconnected from the game, and making sure the server list scrolls and updates properly when there are lots of open games. I don't know how long this will take so I can't promise a specific completion date yet. Plus, after my computer fire before launchand a 7000 acre wildfire came within a few miles of my apartment this month, I'm wary of moreunscheduledmisfortunes in the future. You can get more frequent updates on multiplayer progress by following @Nonadecimal on twitter too. AI: Behind the Scenes For those who are interested in a behind the scenes look at the game development process, I wanted to go into further detail on the story of the game's AI. While I was working on multiplayer a week before the game launched, I realized I needed to add construction timers for the buildings to compensate for the amount of time it takes to send that info to another player's computer. Previously, you'd click on the screen to build a tavern and it would instantly appear fully built, immediately killing 6 monsters for its cost. But in multiplayer, it might build on Day 35 on your computer and Day 36 on the other player's computer. In a normal RTS, this isn't a huge problem. But in a deterministic cellular automata simulation, if evenone monsterturns left instead of right it creates a massive butterfly effect of changes between the two players' games over time. We realizedthis during testing when we both started gloating about our victory in a 1v1 multiplayer match. Our game worlds had diverged in a way that allowed us both to win on our own computers. The solution was to add a construction timer to delay when a building was placed on the grid, allowing time to synchronize it oneach computer. Unfortunately, I wasn't able to implement the construction timer until 2 days before the game's scheduled launch date. While I got it working in time, the AI was designed with the expectation that every building it placed would build immediately. With the delay of the construction timer, now units might move out of range before the timer ended, causing the building to despawn. This was especially a problem with the AI's roads. A few roads in the chain might not complete and the AI had no way of knowing to rebuild them. Delaying the launch date wasn't an optionso unfortunately the game launched with these AI issues making itmuch less competentthan it had been just a few days earlier. Rather than apply some quick fixes, I wanted to replace the entirety of the AI's logic and rebuild something more versatile that was capable of macrostrategy. That took several complete rewrites of the AI code before everything finally came together, but I'm very pleased with the results. I think it's going to be a lot better at putting up a fight against skilled players and I definitely enjoy watching the AI battle itself in Autoplay mode a lot more. I'd like to continue improving the AI by giving it more capacity for strategic foresight and cooperation with other losing players to block the leading player's victory, but those further improvements will have to wait until after multiplayer is live. I hope you enjoy playing against the new AI and feel free to let me know what you think of it on the Steam forum. If you're interested in getting more frequent progress updates on the game's development, along with screenshots of funny bugs, follow @Nonadecimal on twitter too. |
First of all, I want to thank everybody for playing Automata Empire. While I was certain there would be a community for an objective-based cellular automata game, I didn't anticipate how many people would be so excited by the idea. It was especially uplifting seeing Automata Empire just below Dark Souls III on the Popular New Releases list.
If you encounter any technical issues with the update or the 64-bit builds, please make a thread in the Technical Support forum and I will try to fix things as soon as I am able. Looking Forward: Multiplayer is of course the most anticipated feature. Now that release crunch has subsided, I will be able to order new components to replace my charred case and motherboard and see if I can coax some life out of my primary dev computer. I can't wait to be challenged by everyone in the community in online matchmaking. (there's a rare achievement for beating me at my own game) Due to my past work in swarm robotics, I am very excited to continue improving the game's AI, especially by teaching it to use some of the strategies I've observed in other players. While I think the Easy difficulty is well-balanced, I'd like to make Hard harder, maybe even by adding a 4th even harder difficulty. I will also be implementing more sound effects and adding a post-game stats graph in the future. Just as soon as I finally get my first night of sleep in a week. |
First of all, I want to thank everybody for playing Automata Empire. While I was certain there would be a community for an objective-based cellular automata game, I didn't anticipate how many people would be so excited by the idea. It was especially uplifting seeing Automata Empire just below Dark Souls III on the Popular New Releases list.
If you encounter any technical issues with the update or the 64-bit builds, please make a thread in the Technical Support forum and I will try to fix things as soon as I am able. Looking Forward: Multiplayer is of course the most anticipated feature. Now that release crunch has subsided, I will be able to order new components to replace my charred case and motherboard and see if I can coax some life out of my primary dev computer. I can't wait to be challenged by everyone in the community in online matchmaking. (there's a rare achievement for beating me at my own game) Due to my past work in swarm robotics, I am very excited to continue improving the game's AI, especially by teaching it to use some of the strategies I've observed in other players. While I think the Easy difficulty is well-balanced, I'd like to make Hard harder, maybe even by adding a 4th even harder difficulty. I will also be implementing more sound effects and adding a post-game stats graph in the future. Just as soon as I finally get my first night of sleep in a week. |
I'm glad everyone's so excited about Automata Empire. I'm excited too! Making this game has been a fun challenge and I can't wait to see what strange systems people engineer within the cellular automata mechanics. |
I'm glad everyone's so excited about Automata Empire. I'm excited too! Making this game has been a fun challenge and I can't wait to see what strange systems people engineer within the cellular automata mechanics. |