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Logic World Wednesdays: The Formal Edition

Multiplayer Settings - Jimmy


Ive added a bunch of settings to control your appearance in multiplayer! [previewyoutube=t5yYImXanA8;full][/previewyoutube] This also marks the introduction of Formal Bobby. Formal Bobby is a smoother looking Bobby skin that is available as an option alongside the classic Casual Bobby. Let me know what you think of this new look! Its a particularly special moment for me because this is the last tab of the Settings Menu that I needed to make. For months and months, the multiplayer tab has been empty save for giant text that says todo make this page. But now, Logic Worlds settings menu -- the menu that Ive poured so much time and effort and love into -- is feature-complete, with no more placeholders! These settings are the first in a series of several multiplayer-focused features Im working on. Watch out for two or three more next Wednesday :)

The Logic World Original Soundtrack is complete - Markku


Hello everyone. This week I finished producing Logic Worlds OST. It has been an incredible experience to write this score and I cannot wait for you all to hear the finished product in its entirety alongside the game. In the coming weeks, weve decided to post tracks from the OST one-by-one leading up to the games release with blog posts about each piece. Ill be talking about my compositional choices regarding instrumentation and harmony as well as sharing some early versions of the pieces to show how they evolved. The soundtrack will be released on all streaming platforms on the same day as the game, and I hope that listening to it motivates you to revisit Logic World time and time again. Talk soon! Markku

Player Authentication - Felipe


This week Ive been working on a system that allows game servers to verify the authenticity of the users that connect to it. This is important for things like whitelists and banlists; server owners need to know that connecting players are who they say they are. Originally, I was going to use a system similar to what Minecraft (used to) use, however this method involved both client and server talking to our servers. Though it was doable, this would have introduced quite a bit more complexity. The issue that made us reject this system is that the servers would need to be uniquely identified. At first, I thought we could just use the servers IP as this identifier. However, when I thought about it some more, I realised that this wasnt feasible as theres often more than one IP address that you can use to connect to a single server: the address on the local network is different from the external address, and servers can use custom domain names. In the end, weve settled on a system that someone came up with 4 years ago on Reddit. In this system, when the client wants to connect to a server it first requests its challenge, which is a completely random string generated by the server. This code is then sent to our auth server, which generates a payload and signs it with a private key. This payload+signature pair is sent to the server, which verifies the signature with a public key. If the verification is successful, the server then parses the payload which contains the users info, including their username. This allows the server to be completely certain that the information that the user provided is legitimate, since it is signed using our auth servers private key. It also ensures that the server never has access to any information that could be used to impersonate the user, so malicious server owners have nothing to abuse. So, Ive got the system all planned out, and over the next few days Ill finish implementing it. Ill see you on your servers -- and youll know for sure that its actually me ;)

Localization Updates - Jimmy


This week Ive given some love to our translations, which I admit Ive neglected somewhat since community translations began a few months ago. On our community translation page, Ive updated the localization keys from the most current version of the game files. There are over 350 new keys to translate, including new components, new settings, and a whole lot of translations for the controls menu. Also on our community translation page, Ive added the languages Arabic and Belarusian, which were missing previously. Next, Ive updated the display metadata for all of our languages. This includes stuff like the flag texture, the ISO 631-1 code, and the sample text. Finally, Ive added an in-game button that links to the community translation page.
Thank you, so much, to everybody whos helped translate. I and the rest of the team are stoked to be launching Logic World in so many languages. You guys absolutely rock. If youd like to help translate, please click here to begin! Youll get your name in the game credits, and our eternal gratitude :)

Bugs Fixed This Week


  • Fixed being able to manually enter values to an InputSlider that are out of its range
  • Fixed glitches when setting the min/max of an InputSlider at runtime
  • Fixed not being able to place Flags in tight spaces
  • Fixed various weird issues caused by Flag cloth trigger colliders
  • Fixed Flag cloth being cut off for hotbar renders of flags with a short flagpole or a long cloth
  • Fixed not being able to flag-teleport into spaces occupied by wires
  • Fixed Chair colliders not lining up well with the visual geometry
  • Fixed player looking direction resetting when exiting a Chair
  • Fixed Sandbox List menu throwing an error and not generating if there is a sandbox present using an outdated save format version which has a valid save converter
  • Fixed missing rocket ship icon in Create Sandbox menu
  • Fixed none of the Settings Preview Images working
  • Fixed the flippy part of switches not showing up in SHINY BOBBY when realtime reflections are enabled
  • Fixed background of Pig Flag being transparent instead of a beautiful sky-blue
  • Fixed missing description for the Open Teleport Menu and Open Load Board Menu bindings
  • Fixed missing localization for Delayers
  • Fixed incorrect hover tag localization key on the "show/hide sliders" button in the Color Picker menu
  • Fix embarrassing misspelling in title/description of movement setting (Analogue -> Analog)
  • Fixed part of the Edit Bindings menu not being localized
--------------------------------------------- We'll keep releasing these weekly updates right up until the game comes out. To make sure you don't miss them, you can sign up for our newsletter or join the official Discord, and of course you can wishlist and follow the game right here on Steam. More Logic World Wednesdays https://store.steampowered.com/app/1054340/Logic_World/


[ 2020-10-01 01:11:25 CET ] [ Original post ]

Logic World
Mouse Hat Games Developer
Mouse Hat Games Publisher
2021-10-22 Release
Game News Posts: 106
🎹🖱️Keyboard + Mouse
Very Positive (271 reviews)
Public Linux Depots:
  • Logic World - Linux [1.75 G]
Build. Program. Simulate. Logic World teaches you how circuits do math.

Key Features


  • Digital Logic - Build circuits that work the same way real world computer chips do.
  • Challenges - Solve puzzles from simple logic gates to complex machines like calculators and data storage.
  • Multiplayer - Logic World is built from the ground up for collaborative multiplayer. Take on Challenges with your friends or build together freely in Sandbox mode.
  • Performance - Build massive circuits and simulate them at thousands of updates per second - all without lag.
  • Modding - Logic World features powerful modding tools - the same tools the developers are using to make the game.
  • Online Hub - Players can upload their builds, mods, and custom challenges and share them with other players.


MINIMAL SETUP
  • OS: Ubuntu 14.04
  • Processor: 2.4GHz Quad CoreMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Intel HD Graphics 4000 or AMD Radeon R5 series
  • Storage: 2 GB available spaceAdditional Notes: system requirements might be adjusted before release
GAMEBILLET

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GAMERSGATE

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2.0$ (75%)
1.67$ (83%)
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7.0$ (80%)

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