1. Added subtitle system for mission briefings 2. Added mission briefing audio for Level 1 3. Fixed hit feedback issues sometimes causing percieved "non-hits" 4. Removed one of the AA algorithms that didn't play nicely with the pickup highlight shader
First thing first, Happy New Year from the Playwing team! We hope you had a good holiday season and that you will continue to follow us throughout 2021! Today we're going to talk about what to expect from Century: Age of Ashes in terms of content.
A game made with love
Century: Age of Ashes is the project of a small team based in Bordeaux, France. Playwing is made up of around thirty developers who have been working for nearly two and a half years on this project which is very close to their hearts. Our approach to development has been to work on a solid foundation which will be built upon over the months. That's why we chose Steam Early Access, to improve the experience based on your feedback.
When the game will launch in February, there will be three classes to choose from: Marauder, Windguard, and Phantom. That means three gameplay styles, but also different synergies that we created thanks to a subtle balance. There will also be three big maps (Hünavatn Lake, Fjalnärr Basin and Aldrün Sanctuary), and three game modes (Carnage, Raid, Survival). For each of these contents, the philosophy was simple: quality rather than quantity. We prefer to publish fun and polished updates, rather than filling the game with half-baked content...
Early Access
Even if a lot of additional content is already planned, Century: Age of Ashes will still be a Steam Early Access game with a limited content at launch. Additional game modes, classes and maps will enhance the experience and will be created based on your feedback. To help us in this mission, please share your suggestions on Twitter or Discord - we try to answer you as much as possible!
At Playwing, we strongly believe in building a video game based on the expectations and requests of gamers. This is also why the Century: Age of Ashes Early Access should be viewed as a solid first foundation, not a game full of content.
And now?
Since we like to accompany our news with a fresh video, this week we want to share the work of our talented composer, Marcus Hedges. He just published one of the wonderful tracks he wrote for Century, we hope you will enjoy it! We've also posted a bunch of wallpapers on Imgur!
As for the next deadlines, get ready to discover the gameplay of the game in detail in the coming days, as we're working on the gameplay trailer. See you in late January for the launch of the first Closed Beta! Please follow us on Twitter, Facebook, and Discord for more information!
First things first: We are on track with our plans detailed late last year (The future of Malmyr) and will continue following that path.
UX-Improvement-Patch 2
The second UX improvement patch is taking shape and the first small features are now available for testing on the experimental branch. We have put some more settings (resolution and vsync) into the settings menu and added a new building: The "Workshop".
It will be unlocked in the "Into Darkness Mission" and gives players who don't like clicking on the Dwarven Light all the time a building to do that for them. For now the icon of the Workshop only uses a default icon, so don't be confused by that. We took the feedback we got on that issue to heart and decided to make the workshop even more useful. Putting the Workshop next to a building that produces something will "buff" the amounts that can be produced there.
Try out the Workshop and tell us, if you like it and if you find any bugs!
On-Board graphics card crashes
We have collected multiple reports of people using an on-board Intel GPU from the 5xx or 6xx series. After some research we found out, that there is a general issue with the render pipeline we are using and these GPU's. Even though we do know, that these GPU's are not in our "Minimal hardware configuration", we at least would like to try to allow those players to play Malmyr. But right now there is no real solution apparent. We will keep you posted on that.
A side note on localization
As our roadmap shows, we will make it possible to translate Malmyr. After getting some quotes on professional translation pricing we quickly found out, that there is no way we can get this done professionally for this project. So we are exploring other possiblities. One idea we MIGHT go for, for languages where we are not able to get an actual translator, could be AI based translations. These have become very good by now and will be better than no translation at all. If we do this, we will make clear what languages have been translated manually and which languages we translated by AI. We will update you on this too, as soon as we decided more.
If you are happy with Malmyr and want to help us out, don't forget to leave a review in Steam. We still don't have enough reviews to even get a rating. Should you have some issue with Malmyr and are holding back on your review because of that, don't hesitate to contact us. We can only solve problems we know about!
As always: Thank you for reading and you are making dreams come true!
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team
we are sorry that DIGIDICED took a painful long time to adjust the community communication to the growing interest and demand in the PC sector. In 2021 we want to enhance this situation and flanking our current projects we want to establish a better information flow.
PC UI vs. Mobile Device UI
DIGIDICED originally started as a developer of “Mobile Device” games and since it was of interest for us to spread to all possible platforms we did not research thoroughly enough what the demands were for a PC games community. In our limited community research we initially assumed that mostly our mobile community would like to have their version of their already owned games on mobile devices as some kind of widget on PC. So, we thought that they would mostly play their games in a window next to their other leisure time activities on their computers. Hence, we did not plan to have a standalone PC interface, since we did not expect the people to allocate the whole screen or one of their monitors in a 2 monitor setup playing our games. In the beginning we mostly got feedback that backed that assumption. This changed slowly initially and then faster and faster. We adapted our production line to offer a full screen mode that would make use of a full screen UI. Still we thought that this has to happen in our normal financial range. So we came up with an extended mode that would offer no interactive info panels. In our former opinion this was the best way to cover needs and to keep our normal workflow. Already back in 2018/19 we realized that this was not enough and that this approach actually lead to even more unease among the community. At that time we realized that the term “Mobile Port” was actually not a logical product of our origins but actually a negative stigmata that evolved to a toxic facet of DIGIDICED. In addition to this we also had faulty features and some persisting bugs that we failed to address. We had plans in 2019 to alter this situation. Unfortunately these plans were interrupted due to a very difficult year 2019. Two thirds of the production muscle had to fill a new role as being parents and we made some strategical mistakes that limited our flexibility. As an indie company that can have severe consequences, but of course this is not the horse we want to ride in order to apologize. Even in such an situation a professional way would have been to face the community. Our players buy the game and the support and give their respect if this is done well and of course have a right to be angry if this is not done professionally.
This being said we again have to start with an information that will maybe upset some user... We know that especially games are subject of a hobby dearly held by everybody and we know that some experienced more frustration than others. Sadly we cannot recover our relation to all community members on an individual level. We can only try to enhance this situation on a general approach. But we hope that in the future we can win most of these users back as our next steps are based on those community members that decided to fight for their favourite games and who therefor also kept us working hard to find solutions. These people served the community and we hope we can achieve at least some of the demands in an acceptable portion of time.
This is what we plan to do in the future:
Community Communication We will pull our focus off FB and will more evenly spread our channels for updates so that we will offer the news also on our homepage and also here in the community. We will make use of the beta feature on steam that allows us to have an own Dev page. In this way we can focus the communication and also use this as hub for mirroring our news/updates. We will try to work out a model for bug report and verification that we can handle on our Indie level and probably we will therefor try to find people that are willing to enter the Beta Branches in our games, but also are willing to learn how to make it easy to pinpoint bugs so that those can be verified and located. ( 70% of bug reports are very inaccurate and if it is even a device related issue we are losing a huge amount of time that we cannot allocate as indies that easily)
Server Issues and Mainmenu Update At the moment we are developing “Gaia Project” we decided to use this project to start to create a new server infrastructure. So Gaia is already using the new infrastructure and we hope that this update will cover certain aspects of some issues. We adapted the size of the save games having to be transferred from and to the server. This will address issues that caused game errors during the loading of a game, confirming a move and entering a game that is opened by the “next game” button. At the moment these operations can cause a freeze that is mostly by passed by a restart but of course this is not a satisfying situation. The new server structure will also speed up/stabilize the display of profile, running games, messages and AI movement in online games. We also are updating the mainmenu. The profile section will now hold more statistical information and it will be easier to browse and interact with friend/player accounts. We will update the account merging process that got more important since we had problems with the weird issue that some platforms created new accounts while using the same device. The Matchmaking will be easier and more clear. Also the display of the running games is being overhauled. We also have some new features that we will offer in beta mode with the upcoming Gaia implementation. (e.g. Tournaments). More helpful documentation... in the new mainmenu we will implement more assistance to standard operations. So we will include more information to timer and time out actions. Also other formerly undocumented functions will be getting information. We will step by step migrate the existing games to the new server after Project Gaia is finished. In a following step we also will step by step update the new mainmenu to the older games. But this will have a hierarchy and no fixed time table.
Achievements (maybe one of the most discussed features...) We decided to put those to beta mode, too as we need to simplify the back end solution for that in order to use a more standardized method. Sadly we maneuvered us into a dead end situation that caused so many individual solutions that it is not rectifying to “improvise” solutions here. We know that this is not what most of you wanted to hear but we will find a solution that all achievements that are based on resources which can be extracted from the statistic will of course be granted. Special achievements that are triggered by information that is not saved in the stats will have to be reachieved after we fixed those. (this does not mean that we erase those cases where they have been achieved already...)
Implementing PC Version/ PC UI as mentioned before we do not want to have Mobile Ports for PC anymore. This is a major redesign of our workflow, project structure as well as production costs. We already announced this in connection with our project updates of “Project Gaia”. So there will be a separate UI for mobile devices and PCs. This touches another major debate here on Steam. This is a consequence of the wishes/feedback of the community and meanwhile also an existential requirement concerning the competition and standards that evolved in the last years for our niche. As we are doing this the first time we are therefor also working on a streamlined process that allows us to standardize the workflow in order to make that a stable procedure in all future projects. Still we wish to also update existing games to have a PC UI as well. Of course this might not reach all of our games, since we have to be careful how to allocate our resources. But we do have a priorization which will include the games Viticulture/Burgundy and Terra Mystica.
For now this will be all for this announcement. We will provide a general road map soon in order to display more information and make our progress more transparent. We will also add individual Game info in the planned channels that we post here as well as soon as they get available Cheers and a good start into 2021, your DIGIDICED Team