If purchased, the game will update your ownership (without having to close and reopen the game). Mousing over the skin icon will show a button to open the skin in the Steam Store. Weapon/clothing/vehicle cosmetics (skins) can now be accessed in the Steam Store from within the game.Using jarred food to feed animals in the animal housing will now return the empty jar.Fixed bleeding icon sometimes not disappearing for clients of network games, after bleeding had stopped (finally.).Fixed craft queue sometimes not showing for clients when accessing an external crafting station (like BCU, workbench, lathe, etc).This has dramatically simplified development, brought order to chaos, and will allow me to continue scaling the game while maintaining performance. Systems can now asynchronously request to run a job, the manager will add the request to a queue, order them based on various priorities, and then process the queue one by one (or in batches), telling the requestor/s when it is their time. I've implemented a job queue manager for organizing and handling various jobs (code execution) during gameplay. And as there is no limit to the scale of pipe networks players can build, this job was yet another (potentially) large job that could trigger. This is because each time a water pipe is added/moved/removed, the flow of water through the pipes needs recalculating. The new system calculating water-flow through water pipe networks was the final straw to convince me to implement a scalable fix. I'd always mitigated this by staggering larger jobs over several frames, but this needed a proper solution. Systems perform tasks (run code) whenever needed, sometimes running larger tasks at the same time as others, causing "spiky" execution. Some tasks are small and lightweight, and others can be much larger.Īs the game has grown in size and complexity over the years, smoothly handling job execution has become challenging from a development standpoint. Usually performing jobs based on timers, events, or every frame. The Subsistence codebase has countless (game related) micro-systems running code during gameplay. Norwegian (Christer Djuvik, Svein Tore Stegemoen)Ĭode Execution Job Queue (Performance): *Please skip if not interested in technicals.Įasily the largest task I worked on this sprint, although difficult to hype-up due to being a backend feature. Italian (Marcello Brancaccio, Federico D. You can view a detailed guide to hosting here:Ĭontinued Translation Support Credits (in no particular order): Thank you so much for the support. You are also free to host on your own hardware, and the server files are freely available on SteamCMD. Hosting Your Own Server:If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). Hope everyone has a great Christmas and New Year holiday! □ Reduced the requirement count for circuit board for several craft and upgrade recipes.Fix bug where the player camera would still move while in the menu if entering the menu while transitioning out of the map view.Added better handling to ensure loot, hunters and hunter bases can not spawn outside of the fence-line.Fixed rare bug where players would get stuck on "Initializing World." screen when loading a profile.Prevented bushes and foliage from blocking AI navigation calculations and pathing.Added shadow casting for destroyed buildable fracture pieces and destroyed ore nodes.Medicinal stack count increased to 500.Save files now are faster and use around half the file size. ![]() ![]() It's a tricky balance, so I appreciate feedback on the current balance and suggestions for the future. Regions Toggle: If the region boundary lines are distracting, they can be toggled on/off using the checkbox on the right-side of the map view.Ĭurrently regions only control distribution of ore/minerals, although I see potential to expand this in the future to wildlife and vegetation. While in the map view, scrolling over a region will show the weights of the resources available within it. Or more careful planning of routes while on-foot is required to secure needed resources. Vehicles now become more valuable, as a means of travel to regions with a required resource within daylight hours. Some regions may have an abundance of one type of ore, yet little to none of another. The world is now broken down into separate regions, which can be viewed from the map view.Įach region has a different weighting for the ores/minerals that are available within them. Regions:This is a fairly large change, and is another move to encourage travel and exploration during gameplay.
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