Thank you all for playing the Cone Flyers Mercenaries Demo! Here are the recent changes we've made:
added a new dungeon added dungeon information to dungeon select added link to help report bugs earth weaver sucking after 2 consecutive attacks of not sucking earth weaver sucking less buggy the pit producing less rubble from the cieling the pit having lowered hp from 270 to 200 the rubble having lowered hp from 260 to 250 oil enemies having less health enemy needles now outlined in red, player needles aren't water currents removed from the second water arena
hopefully this'll make the game a more enjoyable experience, happy conening!
In last week's Dev Note, we introduced the major overhaul of the Stage System and provided a preview of the changes to the system based on a New World Map Concept.
We mentioned that in order for a Single map to become the "smallest unit of experience" and for those maps to function as "Routes," a different approach would be needed compared to the stage system currently in Remore. Specifically, we need to come up with a way to provide an experience where maps are directly connected.
In the previous version, in most cases, successfully escaping from a map would immediately lead to returning to the Hideout. However, for a map to function as a "Route," leaving one map must directly lead to the next map. This experience should feel natural; not simply "transitioning from one map to another," but rather feeling like exploring a large, interconnected world.
With that in mind, we had to come up with a new stage system. The reason we're making changes on such a large scale, is that when we change or add one system, it inevitably impacts other connected systems, as we mentioned in a previous Dev Note.
Today, we're introducing a new stage system that directly affects how you control your character when moving between maps: Real-time Free Movement.
A New Way to Journey: Real-Time Free Movement
Real-time Free Movement lets you move your character freely within a map without being restricted by turns when Out-of-combat. This system is our answer to the challenge of smoothly connecting maps while balancing combat and non-combat phases.
We wanted to reduce the size of each map to make clearing them less tiring. But using a turn-based system that also requires loading every time you move to the next map could make the game more exhausting. Plus, it could break the feeling that the maps are connected, interrupting the experience of exploring Remore’s world.
While we were brainstorming ways to reduce the fatigue from frequent map transitions and still make the maps feel connected, someone threw out a bold idea. They suggested that during non-combat situations, like exploring a map, we let players move in “real-time.”
At first, everyone in the room laughed—it sounded pretty out there. But the more we thought about it, the less crazy it seemed. We had already played around with real-time movement during the game’s development (we even mentioned it in the archives). The more we discussed it, the more we realized this idea could actually solve a lot of problems and make the game more enjoyable.
With the idea of real-time free movement on the table, we started thinking it through from different angles.
First Question: Will Real-Time Free Movement Really Make the Game More Fun?
We started by comparing how the game feels without real-time movement (like in the older versions) versus how it might feel with it.
In the older versions, each map had specific objectives, and you had to stay on high alert the whole time, keeping up that constant tension. This could get pretty exhausting, and it was something people often pointed out as a downside.
But with free movement, the default state in a map would be “safe travel.” This change should help reduce fatigue and also give you more of a feeling of “exploration” as you move through the map. As a result, maps will work better as “routes” in your journey.
So, in the new version, instead of every map being a high-stress, turn-based experience, there will be some maps you can pass through with a bit more ease. This way, the tactical advantage of turn-based controls is still important, but the freedom to explore with real-time movement becomes just as essential.
Introducing real-time free movement would allow us to increase this freedom of exploration to a significant degree, meaning that the experience of exploring Remore's world would be much more "hands-on". Especially in our game, which aims for a high level of detail in its depiction of a medieval apocalyptic situation, this hands-on experience of exploration would further immerse you in the world.
Instead of just giving players a simple “escape” goal in each map, where everything in the map is just a means to that end, we’ve now created a new and exciting experience where players explore the world of Remore to achieve a “broader goal” that spans across multiple maps. This shift moves away from a straightforward structure where players solve tactical puzzles one stage at a time, and instead, they now get to explore a world hit by catastrophe, making choices to either fight or sneak past enemies, which adds more depth to the game.
Second Consideration: How Much Real-time Free Movement Should We Allow?
As mentioned earlier, we’ve already implemented real-time free movement in our game before. Also, since we can use the resources that would have gone into a random map generation system to implement free movement, adding this feature to the current version didn’t seem too hard. But the real question was, “How Much” free movement should we implement?
Bringing in real-time free movement would mean making big changes to various game systems, like the stage system, combat system, and level design. We’re developing this feature because we’re pretty confident it’ll make our game a lot more fun, so avoiding it just to keep things the way they are wasn’t really an option. However, we did need to figure out the scope of when and where real-time free movement should start and stop in our game.
Since our game is based on “Turn-based Tactics,” there’s no reason to include real-time free movement during combat. So, the most basic rule we came up with is that free movement should be limited to “when you’re not in combat.” But that means we need to define what exactly counts as being “in combat.”
In earlier versions, “in combat” was when an enemy was “aware” of the survivors. This could happen if you entered their line of sight, failed to take them down in one hit during an ambush, or made noise that alerted them. But in free movement mode, the player’s actions are the focus, and combat situations also involve tactical preparation, like ambushing enemies to start a fight or positioning your team before engaging the enemy.
So, we decided that “combat situations,” or the point where the game switches from free movement to turn-based mode, would be defined as “when an enemy comes into the player’s line of sight.” This way, when the game shifts from free movement to turn-based, players will know they've spotted an enemy. They can then start planning their strategy for the fight, which will still use the game’s existing combat system. Once all the enemies in sight are dealt with, the game returns to free movement mode, letting players continue exploring the map.
With that, we wrapped up our discussions and brainstorming about how useful free movement would be, how to implement it, and how far to take it. But even then, we still had that nagging question: “Can we actually pull this off?” It was time to find out.
So, We Went Ahead and Built It…
After some intense debates and development, we created a prototype of the free movement system and tested it to see if it really worked.
For the basic free movement controls, we stuck with the familiar system from previous versions where you select a spot and move to it. But unlike the turn-based controls, where you control each party member individually, free movement requires all party members to move together. So, we designed it so that when you pick a location, the whole party moves there as a group.
For moving between maps, we added a fade-in and fade-out transition to smoothly shift to the next area. Plus, we designed the levels so that when you move off the right edge of one map, you start at the left edge of the next one, making it feel like the maps are connected."
We've also implemented a temporary transition from free movement to turn-based maneuvering: as soon as you spot an enemy, your maneuvering state will switch to turn-based, and you'll be ready for combat (we're still working on the UI for the transition).
In the combat state, you can see how many enemies you can currently sense, and once you've killed them all, you'll switch back to free movement.
Meanwhile, all loot earned during combat can be freely equipped, unequipped, and used while in Free Roam, meaning that you can do the maintenance that was previously done after returning to camp during Free Roam mode.
As a Result, Is It better?
The internal tests of the prototype turned out really well. We were already pretty confident since the controls in the previous real-time movement version got good feedback, but this new system ended up fitting Remore even better than we expected.
The idea of having smooth movement when you're exploring and then focusing on tactical decisions during turn-based combat worked great. Because of that, the free movement system is now a core part of Remore's new stage design.
Of course, there are still plenty of other adjustments we need to make because of the free movement system. I'll talk more about that next week.
Many fixes in this update. Pages to view all collected cards have finally been added in the pause and death screens. More information on the changes below:
- Fixed the size of the upgrade stats in the shop, which were larger than the defined size, resulting in them being cut off;
- The Top Hat had an error in the upgrade information;
- There was a bug related to the pause menu that caused the mouse to lock up;
- Enemies now spawn in greater numbers and in less time, but with attack intervals revised to match this change;
- Bug in Meowtech that made it immortal while using its power;
- Meowtech was holding the staves off-center with one of the accessories;
- Added pages in the pause menu and post-death screen to view all the cards collected during gameplay;
- Damage from slugs and the boss has been revised;
- Crystal projectiles from the first staff no longer pass through enemies. This feature was made for one of the accessories;
- Adjusted the positioning of certain elements in the pause menu;
- Some new cards had display issues in the pause menu when the player restarted the game without returning to the lobby;
- The death screen was also affected by the mouse bug;
- Attempt to fix the issue of the boss stairs going past the designated area;
- Projectiles now only bounce off walls with a specific staff, to emphasize different gameplay styles and balance the game;
- Sound of enemy explosions/deaths when restarting/returning to the lobby has been fixed;
- Upgrading items with the mouse did not trigger the achievement for the first upgrade;
- Orbs had the wrong damage (same problem as the daggers, which has also been fixed);
- Orbs had outdated code. Now they prioritize the boss in damage situations and switch to common enemies when the boss cannot be damaged;
- Problem with maximum attack speed values if the player exceeded the set limit. When combined with Chopper's power, it reduced the total attack speed instead of reverting to the original value before the buff;
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.
0.723 change list:
now picks one item dropped on death to send across network and show on map (much easier to find items)
if you pick up item marked, it changes to another item (keeps doing this until you pick them all up)
added stone roof tiles for each stone type (more use for stone blocks and more variety in house roofs)
now background blocks destroyed in explosion slope
now set area blocks will slope properly from an explosion
fixed lifestone/gate summoning objects getting set to CraftingStation itemType instead of Other and not working properly (probably effects other things also)
now show yellow or red X on item icons that you can craft to show you if you can use them or not
now CombatCollisionTargetingPlayerMult & CombatCollisionPlayerTargetMult center
bounding box instead of shrinking/expanding from origin
now use loose quest location matching - clear levels, uprisings, etc can be in adjacent level instead of exact level
fixed some graves not counting in Gravestone achievement
decreased Obsidian ValueMult from 1.0 to 0.5
decreased ValueEachPointBlocking from 4.0 to 2.0
increased BlockCoal DigHealthMult to same as other deposits
increased brood, changelings, and demon walkers jump impulse from 450.0/600.0 to 600.0/750.0
added a ValueMult of crafting components so they aren't quite so cheap if you find a vendor selling them
now get miss types on weak hits (block, parry, deflection, etc)
increased bow damage by 10%
made projectile end position when hitting the world closer to the actual blocks it hit (also makes block damage work better)
now axes get damage multiplier when hitting trees (this more hardcoded than I would like)
now have to be much closer to a trap height wise for it to trigger
now block damage should move correctly if block moves
now items on ground have effects again (not blocks though)
player lifestone now cast light (like a torch)
fixed a missing animation in ZombieParasite
added a few more shale textures to make them tile better
improved fire elemental icon (replaced on Steam achievement)
improved ice elemental icon
made soulstone smaller on maps
added a Icon Lighting Mode in model editor
updated several of the monster icons
now highlight text on bestiary shows monster icon
deleted unused ara files
changed PROTOCOL_VERSION to 132
summoned monsters no longer say (player)
fixed it so gems on ground were right general color
made mutated smaller to match player a little better
added "& resurrection position" to lifestone description
2.3.19 adds the demo's most popular feature request! Enter the Hall of Heroes and use the new special transit orb there to enter the Halls of Glory.
The Halls of Glory features a Memory of Glory opponent that can quite literally never die. Not only is he immortal, but he's also surprisingly helpful! The Memory of Glory will tally all of the damage you deal to him in a 10 second rolling window, and use it to compute your DPS. If you're tired of guessing about your damage from all of the complex skill and item sources, this is the place for you!
That's not all, though. Within the Halls of Glory you'll be able to freely change your equipment and tweak your skill tree, making it incredibly easy to test out build changes. You can even interact with a Skill Selection orb that will let you pick upgrades you'd normally find in a run!
Game EXE Name Change
This isn't exciting, but the change is a little scary. The game is now properly named "Don't Die, Collect Loot" instead of "arpg". The save paths depended on this string originally, and this code has been fixed. If you see any issues with your saves, let me know ASAP!
As a minor side effect, window position and resolution may have reset. Sorry about that, but this should be the only time this happens!
Patch Notes:
Added the Halls of Glory to the game
Reduced the maximum stacks of Shock, Ignite, Poison, and Chill to 99. Yes, this is probably a nerf on very long boss fights, but your CPU will thank you.
Fixed a major bug with summoned Dinos that was impacting performance
Greatly improved the memory pressure induced by summoning massive swarms of minions
Astral Incursion encounters will now teleport back onscreen if they get lost. No more softlocks here, I hope!
Added commas to various gold value displays to improve readability
Removed the mysterious blue boxes on the Treant encounter
Turret enemies, like Sprouts and Ki'Eth, no longer worship Kronos and now respect when you pause the game
Sprout projectiles no longer disappear prematurely when Sprouts die
Added sound effects for Runic Blade
Added sound effects for Potion
Fixed a bug causing Beastmaster and Arcanist to not display certain visual effects
Over the past few days we’ve been reviewing feedback surrounding the launch of Risk of Rain 2: Seekers of the Storm. Thank you as always to the incredible community of players who have come out to support us and provide insights which are helping to resolve some unexpected issues with the deployment of the latest DLC.
We’re working on a PC patch
First, we want to share our plan for how we're addressing these concerns. We’ve been able to reproduce many of the bugs you’ve brought to our attention. We’re working as swiftly as possible to get fixes delivered to you. These will be shipped on PC first with consoles to follow as quickly as we can. While this patch won't solve every issue you’re running into, we’re prioritizing the community reported issues as best we can. Please continue to submit bug reports on Discord, with video if possible. Reach out to our customer support team if you need help.
With that, here's the initial list of bugs we're targeting for a PC patch. Keep an eye out for more info!
Many elements of the game are affected by a bug that leads to their behaviors changing depending on a player’s FPS. These elements included physics, attack speed, and movement. This issue has a planned fix with the upcoming patch.
Final bosses are meant to be difficult, but Mithrix becoming invincible when stealing your Warped Echo or Chronic Expansion was definitely not intentional. We plan to fix this issue.
We plan to fix Item highlights failing in various shops & adaptive chests.
With a planned change you’ll no longer be able to escape Shattered Abodes, at least in the ways we didn't intend, in the next patch.
We plan to restore the visual indicators of taking damage on HUDs.
An issue that allowed players to get stuck while smelling the flowers on Reformed Altar has a planned fix.
We plan to fix an issue where Longstanding Solitude would sometimes show pinged interactables at 2x cost.
We plan to fix an issue with the Teleporter spawning inside geometry on Rallypoint Delta.
Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage properly. Acrid should be fully back in action with the next patch.
We plan to fix an issue with a portal spawning inside geometry in Bulwark’s Ambry.
We plan to fix healthbars being slow to update.
We plan to fix the low framerate in Halcyonite's spawn animation.
We plan to fix an issue where Seeker's Sojourn ability would not work for non-host players in a multiplayer game.
We plan to extend the pickup radius on Chef's food.
We plan to fix a visual issue with Halcyon Beacon’s texture upon activation on Gilded Coast.
We plan to realign Loader's Knuckleboom VFX.
We plan to fix an issue where Survivor VFX in the character select screen overlapped with the Ready button.
Regional pricing adjusted on Steam
We've worked with our partners at Steam to adjust the pricing of Seekers of the Storm in select markets. The new pricing more closely matches prices from Survivors of the Void. This change is already in effect. Those who have already purchased the content should request a refund through Steam and repurchase at the updated price once they see it has been adjusted.
We deeply appreciate your feedback and support. As soon as we have more info we’ll make sure everyone gets another update.
This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.
Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.
Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.
Ariel - Programmer
Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.
Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.
Amarok - Programmer
Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.
Psittacosaurus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but can also be found in some sanctuaries.
Lastly, I’ve made a new RCON tool for internal use and hope to get that into public hands once it’s been evaluated and tested.
Wedge - Sound Designer
This month I’ve been working more on refining the tyrannosaurus sounds. A lot of the sound palette of the calls has been changed, namely a lot of the source sounds being used for the core elements; instead of relying almost solely on animal sounds I started working with recording and processing new source from non-literal sounds – recording metal screeches and groans, glass squeals and moans etc. This took a fair bit of experimenting to find the right source, which once found is then blended with the animal elements to help these sources sound more organic as well as additional processing to give them a vocal quality such as modulated resonant filtering and tremolo.
Specifically for each call these are the main changes that have been made:
Injected more dynamics and movement into the broadcast so it has more inconsistencies and is not just a flat note as well as improved the mix of the different layers.
Mix improvements and more variations of the alternate broadcast
Adding a distinct core to the generic call over the chunky gurgles and groans that it solely consisted of previously
Reworked the danger call - reducing the amount of noise that was cluttering the mix from breath and roar layers as well as creating a more unique core to the sound which will be easily identifiable.
Worked on blending the layers of the attract call better.
Additionally some of its attacks and idles have also had edits made, making them tighter and removing undesirable elements and more adjustments have been made to the attenuations; refining how they travel and checking at various distance ranges to make sure it sounds appropriate. A custom attenuation setup has been added for the broadcast which has a separate power layer to help give a terrifying impact and crunch even at distance without other breathy and growly elements being audible at distance.
Other tasks I have also worked on this month:
Worked on an ambient cue for troodon’s venom that will spawn randomized vocal sounds during its new envenomation setup, same as for the dilophosaurus’ which has now also been implemented.
Improved the timings of herrerasaurus’ pounce attack vocal and foley sounds
Fixed gallimimus’ mobilize call, dryosaurus’ dodge vocal and deinosuchus’ lunge vocal (in water) not playing
Started some early concepting on updating maiasaura’s calls to be in line with the sonic aesthetics.
Tapwing - 2D Artist
This month I got to work on some edits for the elder diabloceratops, beipiaosaurus and the juvenile/hatchling concepts for austroraptor. The direction for the little austros was to go in the opposite direction of the long and sleek adults (Design wise) and make the younger versions progressively rounder and fluffier the closer to hatchling you get. Needless to say baby birds were a big inspiration, mainly that of fowls as well as some songbirds.
On the flip end of cute fluffy dinos, I’ve been doing some additional work for the Gen1 customization, including some close ups and extra detailing of the alternate head variations to get the monstrous humanoid ready for the horror side of the isle.
Bryan - Animator
Another busy month of animation. Been hard at work on a number of dinosaurs. Triceratops sparring is really coming along, I recently completed the horn locking and it really is impressive how solidly two triceratops lock together when sparring as opposed to how freely a diabloceratops could move.
Also been working on getting austroraptor finalized and ready for animation. Its rig has a lot of moving parts but it’s all come together and a few people on the animation team are already working with it to get its list of animations done. A few of the other animals we’ve been working on, like triceratops, maiasaura or diabloceratops have been in legacy and had some animations we could reuse, but austroraptor is different in that it has a whole new skeleton and everything has to be remade from scratch.
Lastly, tyrannosaurus has been featured heavily in my current workload while getting its more advanced locomotion animations completed as we continue to polish the sparring and life stages.
hypno - QA Lead
QA has been spending a good amount of time on balance testing over the past month. Below are just some of the many areas we’ve been looking at:
One of our main focuses was testing the new pounce changes. Being able to switch between pounce “slots” while holding onto your target has been proving extremely useful in combat, allowing the user to avoid having to leap off of a cliff because your target positioned themselves on the edge of one. Having the ability to also pick between raw damage or more bleed with the different mouse buttons has also expanded the utility of the attack. Need to bring something around your size down faster? Focus on the raw damage attack. Target too big to bring down quickly? Focus on using the bleed attack to keep the pressure up with your pack.
Ceratosaurus now takes into account its own and its target’s weights when applying bacteria through its bite. This change alone has shaken up its combat prowess, allowing it to more quickly cause smaller species to vomit while larger ones take additional bites. This change will be even more obvious when we get our apexes in, as the ceratosaurus won’t be able to make them vomit in a few bites, solidifying its place in the ecosystem. Ultimately it is still one of the smaller carnivores on the roster.
Tacking onto Will's highlight of the new environmental and attack sounds for dilophosaurus and troodon, their envenomation mechanic has also received their suite of sounds, including ambient vocals from hallucinations. This gives the effect a whole new intensity as the player now feels like they’re constantly surrounded, even when they’re not. This has been very enjoyable to witness in playtesting, as people are now much more paranoid than before.
Night vision has been very well received by the QA team and is undoubtedly the best iteration we’ve had so far. I believe this new system will finally put an end to the case of people playing with NV on constantly, as having it enabled during the day doesn’t give the player any advantage while still giving them a massive advantage at night. As well as this, I’ve tested it against gamma to see the difference, and the results have been very promising—I believe players won’t even feel the need to increase their gamma anymore because of how well it works. QA has been running combat tests at night, and the new system makes the difference between a nocturnal and diurnal creature that much more apparent while still giving all playables an enjoyable playing experience.
For the past few months, QA has also been hard at work cracking down on bug finding, which has led to the discovery of some very strange issues:
Pteranodon AI have decided that the most efficient way to take off is by burrowing their way through a tree first:
The animal AI seem to have grown tired of being endlessly hunted and are rising up against dinosaur players. Be on the lookout for each other:
Beware! The infamous land croc returns with its new dodge ability:
Last but not least, here’s one for the maiasaura:
KissenKitten - Producer
Yet another month that has zipped on by. There’s so much going on right now I don’t know where to begin. Since I’ve got a maiasaura trying to kick me in the face at the moment, I’ll drop some content instead of writing a lengthy post.
The animation team has been hard at work cranking out these animals that you should start seeing more of in the not so distant future. There’s a lot of change incoming. Changes to pretty much every species in the game. Changes to the environment, changes to nightvision, changes to abilities etc. There’s also going to be some animation blending changes that may not make it into the next Hordetest but will likely make an appearance shortly thereafter.
Here’s a sampling of some of the skin work that’s been done for the animals including the tertiary skin for tenontosaurus. The other tertiary skins have been created and should be making their way to you.
Additionally here’s some animations for the austroraptor as the animation team starts knocking it out. You can expect it to be every bit as energetic as some of you may remember it being from legacy but in a fully realized fashion. This is an omniraptor in sport mode, but be careful since it’s also more delicate.
Rounding out, here are some animations for trike and rex
There’s still so much work left to do but we’re getting ever closer to our goal. We set out to improve upon the concepts present in the legacy version of the game and those planted seeds are bearing fruit. More work is being done on the humans as well to get them to a place that will allow them to fully function in the game concretely. As always, be good to one another and see you next month!
I'm Lewis Disla, a passionate beginner developer committed to creating a unique multiplayer shooter experience with Realms of War. The excitement and anticipation for the game’s BETA release have been overwhelming, and I’m truly grateful for your support. However, I have to announce that the BETA release will be delayed due to some unexpected technical challenges related to memory usage.
The Memory Usage Challenge In the final stages of testing, I discovered that Realms of War was using more memory than initially planned. High memory usage can cause significant issues such as lag, crashes, and slow gameplay, which would negatively impact the immersive experience that Realms of War aims to provide. As a solo beginner developer, I am committed to tackling these challenges head-on to ensure the game runs smoothly for everyone.
Why the Delay is Necessary Being relatively new to game development, I am constantly learning and striving to improve. I want to make sure Realms of War lives up to the high standards you expect. Releasing the BETA without fully resolving these memory issues could lead to a compromised experience. To prevent that, I’ve made the decision to delay the BETA release until these issues are properly addressed, sometimes bringing in expert contractors to assist with more complex problems.
How I’m Tackling the Memory Optimization Despite the challenges of being a solo developer with limited resources, I am fully committed to optimizing the game’s performance. Here’s how I’m working on reducing memory usage, with occasional help from experienced contractors:
Learning and Refining Code Efficiency: I am continuously refining my coding skills by reviewing the game’s codebase to identify any inefficiencies that might be causing excessive memory usage. I am also leveraging online tutorials and resources to learn best practices in game development.
Optimizing Game Assets: The detailed environments and assets that make Realms of War visually appealing also contribute to higher memory consumption. I am working on optimizing these assets to ensure the game remains stunning but runs efficiently on a variety of devices, sometimes collaborating with seasoned contractors to achieve this.
Collaborating with Contractors for Expert Input: Whenever I encounter challenges that exceed my current expertise, I reach out to contractors who specialize in those areas. This collaboration allows me to learn from experienced professionals while ensuring that critical issues, like memory optimization, are effectively addressed.
Incremental Updates and Community Feedback: I plan to implement changes gradually and involve the community in testing. This approach will help identify any remaining issues early and allow for continuous improvement based on real player experiences.
What This Means for You I understand this delay may be disappointing, especially for those eager to dive into the world of Realms of War. However, taking the extra time to refine the game’s performance is essential to deliver the high-quality experience you deserve.
Stay Engaged and Supportive Your continued support is invaluable as I navigate the complexities of game development. Please stay connected through our social media channels and newsletter for updates on my progress and the revised BETA release date. I promise to keep you informed every step of the way.
Looking Ahead: A Journey of Learning and Dedication Developing Realms of War as a beginner has been a challenging yet rewarding journey. The decision to delay the BETA was tough, but it’s the right choice to ensure the best experience possible for all players. By addressing these memory issues now, with occasional assistance from experts, I am dedicated to bringing you the best version of Realms of War.
Thank you for your patience and understanding as I continue to learn and improve. Your encouragement helps me refine and perfect Realms of War, ensuring it delivers an unforgettable gaming experience. I look forward to sharing the game with you soon!
Stay tuned for more updates, and thank you for being a part of this journey with me.
Sincerely, Lewis Disla Developer of Realms of War
Join the discussion on our Steam Community page or visit Realmsof War official site for more updates!