Weekly Newsletter [#22]

Introduction

Hello, friends! We’ve prepared another traditional Weekly Newsletter, but first, we’d like to say a few words about the first results of PTS, which began on July 28.

PTS Early Results

First of all, we’d like to express our eternal gratitude to all players who treated the testing with due responsibility and overcame all the bugs, registration difficulties, lack of full English localization and other ‘joys’ of the Technical Alpha stage. A total of about 1,500 people entered the test servers. Some came just to support online for the stress test, many stayed in the project for a long time and still help to create the complete picture of the current state the new architecture and network parts are in. Thank you very much, friends!

Now about the game itself. Our players have explored many corners of the game world, tested all kinds of weapons and killed a myriad of test opponents. In addition to various small visual flaws, the testers were able to detect a number of significant errors related to the servers and database stability.

The first hours of the game revealed one serious network defect, which creates tangible lags even when a small number of players are playing. On the same day, we uploaded an update to the server, and it reduced the CPU load by three times. This quick fix allows us to make the first conclusions about the successful implementation of the project’s network part basis. Despite the remaining flaws and bugs, the network has become better, and the players’, NPCs’ and opponents’ load has decreased (compared to the current Steam version).

The second major flaw was the database error, which occasionally pops up when the client is disconnected or when switching between servers. The essence of this error lies in the incorrect data recording, which led to the customization settings being reset for several players, who subsequently lost items and experience. We’ll try to fix this error as soon as possible.

Other shortcomings were less serious. Some of them are already fixed, and we plan to fix the rest in the very near future.

Further Plans

Considering that PTS testing showed good performance terms of CPU load, now we can begin to implement the missing basic mechanics as designed. We’re fixing the flaws, and at the same time, we started working on the quest system. Once it is implemented, we can thoroughly work on the location details to adjust them for the main and the secondary quests, and well as to introduce missions and dialogues.

We’d like to point up that to the current game version update on Steam is planned immediately after we stabilize the PTS version and implement the most fundamental mechanics. We don’t want to delay the primary servers update, but it won’t be the best surprise for the players who don’t want to take part in the early testing if they discover the Technical Alpha without quests or maps.

PTS version of the game will be updated and remain accessible to all our players before the release of the new version on Steam. If you have an activated game version, you can become one of the testers at any time and help us searching for bugs. To participate in the PTS testing, follow the instructions on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

We want to emphasize once again that the current testing is a technical test of a very early version of the updated project. It includes the game basis, and most of the planned mechanics are still absent. This testing primarily aims at people who want to help us finding critical bugs flaws in the network part of the project. We highly recommend not to buy our project for the sake of PTS tests. Please wait until the project enters the later stage, Beta stage or even release stage for a comfortable gameplay.

Software

Undoubtedly, most important task of this week was the preparation of the PTS version and correction of found critical bugs. We are still correcting errors, and our focus is on the debugging of the database and fixing all the remaining network flaws.

Our team is working on the character progression system.

This week, we started to create the quests system.

We added optimizations for the Lair that take a significant amount of load off the CPU and allow using more of them quantitatively on a single server.

The basic artificial intelligence for Young Hounds and the Observer.

World

Work has begun on the last major biome in the given area of Avalon. The vegetation of this area will be mostly similar to the forests of the Jurassic period, with predominating gymnosperms and fern species.

We created the search sketches for a number of the most important plant species to be present in the new biome. These species are very different from the Earth flora.

This week, our team finalized the initial personal cabin, which players can obtain by following the main quest.  The cabin is relatively small area and has only the most necessary accommodation. You will find out that the previous owner was far from being neat, so the cabin’s walls are dirty (but you can always clean them) and you can find a lot of interesting forgotten things in the cabin. As we already mentioned, we plan to introduce the cabin extension by changing wall blocks and adding new rooms.

We started editing the lighting for the Dump instance. As well as with the previous instance, the primary task is the dynamic day and night shift that we need to implement of this location. Also, we will add some small visual improvements.

Interface

We’ve updated the main menu background. It was done mainly to support the better visual representation of the character during customization.

Character

Our work on creating the high-poly model of a mech is nearing completion.

We’ve created rig, skin, and several animations for the robot, that will appear in the main menu. This robot is an important character in the universe that can be an assistant for players. It is found during one of the main quests. This robot will have a number of useful functions in addition to bad habits, thus expanding the player’s possibilities.

Opponents

Nest animations are complete.

We are still modeling the Trogs.

Game Design

Our team is working on the game items balance.

Conclusion

There were some bugs, but on the whole, the anticipated PTS testing launch went well. You have greeted the updated project with understanding and gave positive feedback, so we had another opportunity to believe that our gaming community is the best part of the project!

Despite the bugs you found, we can confidently plan the further rapid project development, and that we will update the Steam version of Project Genom soon. Testing revealed no insurmountable problems, so we can engage in expanding the game possibilities. We still have a lot of work to do, but together with you, we can do it in the shortest possible time!

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By buying the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later. The nearest PTS will also be the Alpha version and won’t present the game in its final state.