Weekly Newsletter [#63]
Hello, friends! Today’s weekly newsletter will be the last in this established format. Project Genom has been updated on the main servers, and from this moment everyone are able to see all the innovations in the game personally. In this regard, we move on to the more familiar news format, in which we will report on updates, tests and important project events, without reference to any specific day of the week.
The Results of Reboot
First of all, we’d like to briefly report on results of the first mass testings of the updated project. The update of the game aroused great interest, and this week a large number of people from around the world played Project Genom, which allowed us to determine the further front of work and improvements.
After the first week, we can confidently tell you about the stability of servers and our work on the network. There were falls, but they were not related to the load on the servers — they’ve proven to be quite stable.
However, there were some architectural bottlenecks that have led to occasional game client fails, but relatively few players had that problem. In any case, we consider these bugs to be critical, and we’re fixing them now.
In general, optimization proved to be quite normal. Taking into account that the project became more complex on all levels (the number of objects, the complexity of materials, the volume of texture maps, polygonization in a frame, etc.), there were no significant FPS drops on middle class hardware. We know which way we’re going to optimize the game further, we will try to improve the parameters for middle class hardware soon, and we’ll work out the graphics settings, so that the decent picture was even at the minimum graphic settings.
According to numerous reviews, first of all, the players were uncomfortable with the lack of control settings, which we will soon add. We’ve received a lot of comments concerning SFX (character’s walk, for example), which we will soon introduce too. And of course, the lack of mechanics, but this is a separate large front of work for the near future.
As the result, the launch of the updated game went quite well! There are still shortcomings, but all of them were quickly revealed thanks to your comments and bug reports, and we express our gratitude to all the players who weren’t indifferent. There is still a lot of work ahead, but the project continues to evolve and expand, we understand where to move and what to do next, there were no serious obstacles this week, and that’s great!
On May 7, we uploaded an update in which we:
- Fixed the network related problems of instances “Dump” and “Digger Cave”
- Expanded the french localization
- Fixed the characters’ spawn algorithm when going back to Harbinger with the menu
On May 14, we uploaded an update in which we:
- Improved Garbage Collector to clear the information after players’ exit the game
- Started the refactoring of the player’s data replication
- Cycled the music on open locations
- Expanded the french localization
- Fixed the doors in open world
- Added the underlayer for the chat
- Added the terminal with items for the “1000 Buys” shop
- Added ammo boxes in Dump location
- Added new mobs
- Added new loot from mobs
- Made some changes for the test servers
We’ve completed the work on the huge instance “Raiders’ Scientific Encampment”
We began working on the high poly models of Collectors.
We were happy to keep these Weekly Newsletters alive and support the expectation of players who believed in us. We are grateful to everyone who survived the 63 reports with us, did not lose faith in Project Genom, and helped us get to the new stage of development. Project Genom starts a new path to its Beta stage. We will regularly update the game, conduct testing of new mechanics, improve and optimize the project relying on your bug reports and requests. And, of course, we won’t stop reporting you about all the important events, and we’re sure there are a lot of them ahead!
Project Genom is available on the main servers, but it also remains on the additional test branch, where different tests will be conducted before uploading the game to the main servers. To access the test branch of the game transferred from the PTS version, you need to have an activated copy of the game on Steam, where you need to enter the privatetestserver code in the Beta-Access box. You can find the detailed instructions on the activation in the weekly report №60
And, once again, we want to remind everyone who considers purchasing the game that it’s still in its Alpha stage, and we do not recommend buying it if you expect a full-fledged finished project. By purchasing 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.