Slow Progress?

  • I am just wondering, why progress is so slow? Was quite a while ago since the new version was released and then there was a workbench update. Since then "Nowt" as they say in Yorkshire.


    I'm not gonna play the Java while I am waiting until 2045 for the full game.


    It is actually currently more interesting reading the update announcements every 8 months or so, than actually playing the game.


    Matt:P

  • A work bench update? Did you miss the full rework of the building system? The awesome textures? The wonderful lightning and shadow effects?,


    Demo version was released end of December, building update end April. With my math that's 4 months.


    Next small update, with glass, some qol and big fixes within June.


    Then multiplayer a few months later.


    Sounds fair to me

  • Ich werde nicht das Java spielen, während ich bis 2045 auf das ganze Spiel warte.

    Du bist seit 2018 hier dabei, hast du da in der Zeit die Java gespielt? Wenn ja hast du ja Erfahrungen gesammelt und solltest doch Lust darauf haben die in der Unity auszuprobieren.

    Wenn du nicht oder nur wenig gespielt hast kann ich deinen Beitrag beinahe verstehen. Nur stellt sich mir die Frage ob dir der Ansporn, die Inspirationen oder die Ausdauer fehlt.

    Es ist doch ein super Angebot sich schon im Single - Unity mit den Erfahrungen die du hast Neues zu erschaffen. Es wird so lange dauern wie es dauert. Besser etwas gewartet und ein gutes Update als ein schnelles Update was eventuell viele Bugs und Schwierigkeiten mir sich bringt.

  • Unfortunately progress feels slow because there are still many core mechanics we're working on, which is quite time consuming :/ In general, there is unfortunately a lot of work involved to move to a new engine, especially when it comes to a game like RW (features like a procedural voxel terrain and [proper] multiplayer greatly increase the complexity of the game and therefore slow down development) :silenced:


    But actually the most time consuming part is the conceptual design, not the actual programming: While some of this work was obviously already done in the Java version, we don't have to reinvent the wheel all the time. So when it comes to features which were already working pretty well in the Java version, we can port them to the new engine quite easily. However, when it comes to "obsolete" features, i.e. features we wanted to rework anyway (e.g. the building part [which was introduced with the last update], world generation, water etc), we basically have to start from scratch.


    In addition to that, we now spend more time now on smaller details and polishing compared to the Java version :saint:


    However, as soon as the core mechanics are ready, you will see much more frequent updates. There are unfortunately still a few time consuming features on our to-do-list (e.g. water and biomes), but other stuff like actual "content" is a lot easier to implement (i.e. once these core mechanics are ready, we can add a bunch of new objects or npcs quite easily, considering that we did already prepare a lot of models for that).


    Actually a new update is almost ready, it will be ready very soon ;) It's not a special update though, but it introduces glass, various QoL changes and a lot of bugfixes. In fact we're mostly focusing on the multiplayer part right now (which should be ready in a few weeks).

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