First of all, I apologise for the lack of communication - and updates. I understand that many of you are disappointed.
As I have mentioned earlier, MW2 as of yet has far from covered the (relatively large) expenses we spent developing it. I really could not spend more funds on the project in the current state. It is unfortunately simple business, too few sales = little resources for development.
I have since taken a long break, partly due to the fatigue after spending 3 solid years developing the game without any pause whatsoever. But also due to health issues (serious) in the family and other projects to ensure financial stability for the company and the family.
I do not expect everyone to understand the situation, but I hope that a few of you are able to sympathise with the harsh realities of running a business, developing a good product, but sadly one that found too small an audience.
Now, this may all sound as if the project is abandoned and there is not hope. That is not the situation. Development will continue, but I have had to step back and take a look at Machine World as a product and where to go next. There is a plan in place and regardless of how things play out the idea is to bring updates under this product name in the future.
I hope you understand the situation, support us and the product, and we will do our best to keep Machine World rolling in the not too distant future.
I has been a while, but we have been hard at work on the core of MW2. New features in this build:
- Auto-leveling feature. Using the PDA, you can now pick two terrain points, and a width. The auto-level feature will smooth the terrain between the two points. This will allow you to very quickly create roads and paths if you do not want to use the bulldozer.
- Auto-start feature. If you want to, machines can auto-startup when entering and auto-shutdown when you exit. This makes it much easier and quicker to start up complex machines (such as the helicopters for example).
- Starting Area. If you leave the option checked (when creating a new game), the game will create a levelled starting area for you with a hangar. We will add to this as time goes on to create a more complex environment. If you do want to start a new game completely empty, just uncheck the option.
We have also adressed a lot of small errors and glitches.
As always, we will continue to work on the game. We do need your support however, so please do create blueprints, post screenshots, reviews - anything you can to help the game is welcome!
Full disclosure: MW2 has not been quite the success we hoped for. In fact, it has not even broken even (we have spent more money building it than we have earned). So we really hope you can help support us by telling friends about the game and encouraging them to buy it. All sales help to ensure we can continue to work on the game. Thank you!
We are happy to release a new build that continues to improve on the core functionality in the simulation. This is a preparation for the missions to come.
This new build contains the following:
- Major improvements to placement of the player and vehicle(s) in new game sessions. It will now be very rare to get a bad placement at game start, and the initial position will usually be very close to the shore.
- The AI for the Delivery Ship is further improved and it now better finds paths to tricky shores, and is also quicker to react to changes in orders (ie. when you send it away from the shore and then change your mind, etc.). In short, it should now be much easier to use.
- Many smaller fixes and improvements (performance, logging, etc.).
As always, this build is first released into the Iterative branch (you have to opt in to the beta) and in a couple of days it will become the default build.
I would like to take this opportunity to again ask for submissions for blueprints and ideas for missions you would like to see. Please post these in the forums - or discuss it on the Discord server (check the forum for details).
We are currently working on additional features and content for the mission modes (part of the Early Access plan).
As such we would very much like to see community content. Have you created a cool building or structure? Create a blueprint from it, and post a picture in the forums! We will let you know how to send it to us and we may include it in the game (complete with a credit with your steam name!).
So, get creative. Show us what you have created! :)
There is now a new build in the Iterative branch (will move to the default branch in a couple of days). Fixes:
- The mountain slider when creating a new game now makes a difference. It will still not create entirely flat islands, but it will do what it is designed to: weight the character of the generated world.
- The delivery ship pathfinding has been improved.
- The feedback from the deliver ship has been improved (meaning it will indicate failure / success when navigating more reliably).
Please keep in mind that the operator (you! ;-) ) has some responsibility when selecting the shore position for the deliver vehicle; If you select a too shallow (or steep) shore point, the ship will have difficulty docking. You can always reselect the docking point though and the ship will switch destination.
As always, please provide any feedback you may have. Either here, or if you encounter a bug or a problem preferably in the forum.
As you know, we are currently working on improvements and laying the ground for multiplayer functionality.
However, we would like some feedback from you regarding what you think is a priority for fixing. What are your pet peeves and things that you would most like to see fixed ASAP?
We have noted that there seems to be a divide among the players; some like the game very much and give us high praise, others seemingly do not like it at all. We would like to understand why the views are so divided, so any info or feedback you may have would be very welcome.
We start the week with a patch focusing on performance. But it also contains tweaks to the new deform/flatten function in the PDA.
- The flattening system will now remove foliage more quickly.
- A number of under the hood tweaks should result in better performance
- A keyboard command to measure FPS natively has been introduced. Standard key is the delete key (can be remapped of course). This function will measure the number of frames rendered per second, and will do so for 5 seconds. After the period it will show an alert with the results.
Please let us know what you are seeing, and also if there are any specific circumstances when you receive especially low or high FPS numbers. Using that info we can further improve and balance performance.
You have all requested a quick and easy way to flatten larger areas. We listened, and that function is now in the iterative build. It is found in the PDA under the building (cone) tab, and is the last icon in the row (arrow flattening ground).
Basically it allows you to set two points, a width (4->10 meters right now) and then automatically flatten the area between those two points, with a preserved incline between the points.
Of course, this does not replace the plans for actual road building, but is a quick and easy way for you to process larger areas for building or transport.
Besides that we are continuing tweaks / fixes. As always, your feedback is most welcome!
We have been hard at work upgrading various systems that MW2 rely on. This is to reduce problems going forwards as well as reducing the few rare but severe problems that a few of our users have encountered.
So, both the default and iterative branches have now received updates. If you opt in to the iterative beta branch (right click MW2 in Steam and select the betas tab, opt in to "iterative"), you will receive a fairly big update. This will move to the default branch as well within a few days.
As always, we value your feedback and comments as we continue work on MW2. Have a great weekend!
Yes, it has been a little longer than usual. I personally took some time off to rest and recharge, and then have been head down in MW2 code. I have also been pondering the next steps for Machine World.
So, it is a pleasure to announce that yes, we are now implementing multiplayer for Machine World 2. In fact, the update just released into the iterative branch does contain some of the net code. Now, before you get extremely excited, here is the network content of the update in the iterative branch:
The update will allow you to start a network server, and to join one. It does not yet allow you to actually play together. We still want you to test this with your friends as your feedback will let us gather info on how well our host and router detection code is working.
So, please try this: - Get a friend to run MW2. - Start a network game by loading or starting a new game with the checkbox "Host network game" checked. - Once the game is started with the world built, have your friend click the New Game button and select the network game tab. - On your game, the network tab should indicate that the game is running in networked mode and what your IP adresses are (internal and external) - Your friend should be able to type in your external IP adress and connecting to it. - You should get a notification that he/she has joined. You should also get a notice when he/she leaves.
Again, this does not affect gameplay at all and you cannot actually join the networked game (but you will soon). Today's update is simply to get help with testing remote connections and that things like router detection/punchthrough works.
Besides this, the update contains some performance improvements, fixes for a few rare bugs, and more debugging code for a few rare issues we are hunting down.
The update will get released into the main branch soon as well. But for now, you have to select the "iterative" branch in the betas tab in Steam to receive the update.
As always, please let us know if you have any questions or feedback.