Devlog #1
The majority of our development focus has been on the Linux and Mac versions. As you are maybe aware, these versions have been on the table a while but this work hasnt exactly been the aspect of our job that has been the most fun. To begin with, we had problems with the graphics, and then we were slowed by performance-related issues. Thats only to be expected in the world of video-game development but we probably underestimated what was required slightly. Lots of games released in early access form wait until the final version is ready to address these two platforms, and theres a very good reason for that: they both generate lots of complexities. Thats just the way it is. We really wanted to cover them both from the outset, but since we are only a small team (the equivalent of 1 full-time programmers), that would have prevented us from moving forward in other areas at the same time. On top of that, there was an evening curfew in France for several months, which eventually mutated into another lockdown. In an ideal world, we would have gathered the entire team in one place to boost morale and trade information, but that was simply out of the question. That said, we are delighted to be able to announce that a Linux version is now available, even though the Mac version continues to pose a problem, particularly from the performance point of view. We have consequently decided to release it in beta form in order to gather as much feedback as possible. So, if you use the Mac version, please dont hesitate to get back to us via #public-beta. We need your input to help us move forward.
Despite all this, we have managed to spend time on two of the big issues that players have reported back to us, namely the complexity of connecting lifts to pre-existing slopes, and the seemingly disproportionate number of falls for which we couldnt pinpoint the cause. We have therefore introduced several gameplay changes, including:
We initially only intended to release the Mac and Linux versions. However, as time passed by, and as the list of changes that needed to be developed got shorter, we decided to postpone the update in order to be able to integrate them in a way that would give Windows users a chance to try out some small new features. That necessitated a new QA phase which took us up to mid-April.
Well, Clment (programmer) is currently working with our graphist Tho on the rendition of the building's construction, and we hope to have something to share with you on this front very soon. Garry (programmer) has started reviewing the technology used for the slopes based on the groundwork of the design team (Tho and Anne). In this area, we have accrued a number of bugs and optimisation-related issues that can only be resolved by devoting uninterrupted time and attention to them. However, this work will also lay the ground for the development of the slope editing tool, the design of which is practically completed.
Meanwhile, Simon is working on his 659th bug tracker ticket (or polish you choose) before turning his attention together with the rest of the team to the next major new functionality. This leads us naturally on to the subject of the construction of the decorative elements. We will start to develop this functionality as soon as possible, a process that will involve everybody. Nadge (producer) will take care of coordinating the whole, while Benjamin (sound designer) will provide embellishing sound effects. Given that all the gameplay systems are interconnected, the trick will be to split them up into distinct chunks so that they can provide material for our future updates. Our aim is to avoid adding incomprehensible features and having to backtrack. We want to make good, quick progress while taking the necessary time to think everything through carefully. Its not an easy task and weve still got a great deal to learn in this area but, more than anything else, we really want to see the end of lockdown so that we can all meet up together again and spend hours chatting about Snowtopia and everything we want to add! Thank you for reading! -TeaForTwo
[ 2021-04-29 09:21:09 CET ] [ Original post ]
Hello everyone,
Good news! The first Snowtopia update is available :) and we wanted to take this opportunity to tell you a little bit about whats been going on in terms of the games development, like what the update includes, how development work is progressing, what we are working on at the moment, and what the next steps are!
I- Mac and Linux versions
The majority of our development focus has been on the Linux and Mac versions. As you are maybe aware, these versions have been on the table a while but this work hasnt exactly been the aspect of our job that has been the most fun. To begin with, we had problems with the graphics, and then we were slowed by performance-related issues. Thats only to be expected in the world of video-game development but we probably underestimated what was required slightly. Lots of games released in early access form wait until the final version is ready to address these two platforms, and theres a very good reason for that: they both generate lots of complexities. Thats just the way it is. We really wanted to cover them both from the outset, but since we are only a small team (the equivalent of 1 full-time programmers), that would have prevented us from moving forward in other areas at the same time. On top of that, there was an evening curfew in France for several months, which eventually mutated into another lockdown. In an ideal world, we would have gathered the entire team in one place to boost morale and trade information, but that was simply out of the question. That said, we are delighted to be able to announce that a Linux version is now available, even though the Mac version continues to pose a problem, particularly from the performance point of view. We have consequently decided to release it in beta form in order to gather as much feedback as possible. So, if you use the Mac version, please dont hesitate to get back to us via #public-beta. We need your input to help us move forward.
II- Whats new?
Despite all this, we have managed to spend time on two of the big issues that players have reported back to us, namely the complexity of connecting lifts to pre-existing slopes, and the seemingly disproportionate number of falls for which we couldnt pinpoint the cause. We have therefore introduced several gameplay changes, including:
- More modern lift models,
- Simplified slope/lift connectivity,
- A clearer indication of slope-surface uniformity and degradation and the fall-risk indicator.
We initially only intended to release the Mac and Linux versions. However, as time passed by, and as the list of changes that needed to be developed got shorter, we decided to postpone the update in order to be able to integrate them in a way that would give Windows users a chance to try out some small new features. That necessitated a new QA phase which took us up to mid-April.
III- What comes next?
Well, Clment (programmer) is currently working with our graphist Tho on the rendition of the building's construction, and we hope to have something to share with you on this front very soon. Garry (programmer) has started reviewing the technology used for the slopes based on the groundwork of the design team (Tho and Anne). In this area, we have accrued a number of bugs and optimisation-related issues that can only be resolved by devoting uninterrupted time and attention to them. However, this work will also lay the ground for the development of the slope editing tool, the design of which is practically completed.
Meanwhile, Simon is working on his 659th bug tracker ticket (or polish you choose) before turning his attention together with the rest of the team to the next major new functionality. This leads us naturally on to the subject of the construction of the decorative elements. We will start to develop this functionality as soon as possible, a process that will involve everybody. Nadge (producer) will take care of coordinating the whole, while Benjamin (sound designer) will provide embellishing sound effects. Given that all the gameplay systems are interconnected, the trick will be to split them up into distinct chunks so that they can provide material for our future updates. Our aim is to avoid adding incomprehensible features and having to backtrack. We want to make good, quick progress while taking the necessary time to think everything through carefully. Its not an easy task and weve still got a great deal to learn in this area but, more than anything else, we really want to see the end of lockdown so that we can all meet up together again and spend hours chatting about Snowtopia and everything we want to add! Thank you for reading! -TeaForTwo
Snowtopia: Ski Resort Tycoon
TeaForTwo
Goblinz Publishing
2021-01-26
Strategy Simulation Singleplayer EA
Game News Posts 28
🎹🖱️Keyboard + Mouse
Mixed
(698 reviews)
https://store.steampowered.com/app/1124260 
Snowtopia Depot Linux [496.83 M]
Welcome to Snowtopia, a world of endless winter fun.
Build the ideal ski resort to keep your skiers smiling all the way down the mountain. Get to know every cliff and crevice as you plan pistes, place lifts and build essential facilities. Take on the challenge to create a resort where life is always good!
Plan your pistes
Place pistes on the mountainside in just a few clicks with the easy-to-use creation tool. Read the terrain, and choose the best spot to lay down trails for every skier ability.
11 different types of ski lift give you plenty of choice for scaling the heights. 12-person gondola lifts are fast, but tricky to build on the steep mountain slopes. A two-person chairlift might be a better choice, but watch out for queues at the bottom!
Luckily, ever-advancing ski lift technology means there are always new options to try. The latest models can make even the highest peaks accessible in no time.
Plan, build and improve until you’ve created your dream ski area.
Welcome skiers of every kind
You might have thought perfect pistes were enough to keep skiers happy, but it’s not so simple. With 12 different skier profiles in the game, some are more interested in a good raclette, while others come to commune with nature. And then there are the hardcore ski fanatics, who won’t settle for anything less than the longest run the mountain has to offer.
There’s no money in Snowtopia. Make your skiers happy enough and they might join the team of volunteers running the resort. Divide your workforce between the lift operators, maintenance crew, service facilities, and resort improvement team.
Growing the reputation of your resort leads to more skiers on the slopes. But beware - more skiers means more accidents! Make sure you have enough snow groomers and ski patrols to keep the slopes safe at all times.
Remember, no one likes a broken chairlift, but everyone loves sunbathing on the terrace!
Sit back and chill on the mountain
Once your resort is built and your skiers are happy, you deserve a little break. So find yourself a perfect little corner on the mountain to drink it all in, maybe near a pretty forest piste next to a ski lift perched on a picturesque clifftop.
You’re in the mountains. Enjoy the frosty kiss of the cold air on your face and kick back to some cool tunes.
Welcome to Snowtopia, the game where it’s good to just chill.
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: Dual-core 2Ghz CPUMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card: DX9 (shader model 2.0) capabilities
- Storage: 500 MB available space
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