January Update

The Vanguards have been privy to our work schedule but we wanted to let everyone in on what we've been doing the past month.

We continue to move forward on the Server and Client fronts with a focus on eliminating technical debts on the the client side and establishing production quality server-side codes.

Server Side

  1. QA: We've completed database and dbscript updates, merged feature branches to main, refactored code and made additional unit testing.

  2. Collectibles: bug fixing & covering edge cases for Collectibles (including logic for Collectible Packages). Like, what would happen if a Package, or a related Achievement that has already been unlocked by multiple players is modified by a game admin.
    Server-Side Collectibles is in WIP (Work in Progress).

  3. Cloud Platform: Made some additional bugfixing and implemented missing features for edge-cases in user management.

Client Side

  • GameMap: changed GameMap's viewport logic based on latest feature demands. Optimized map logic workload and memory footprint. Added a cheap (fast & not demanding) post-update correction method for potential tile updating issues in camera related edge cases (these solved a couple feature requests while made the map more performant). Continued to fill the gap between our 1.0 engine requirements and existing technical features. Spent time on completely re-structuring, unifing - and also simplifing - Map Traversability & Border Check codebase, Free-looking mode, and all the relevant code sections and settings of the original implementation. We found some weird and annoying bugs for a while, and though none were a gamestopper, they also took time to find and fix.  

  • Inputs: Worked on and completed a unified (and in terms of performance, a tablet-efficient) input system for touch, mouse & key events since Unity isn't shipped with any, nor there is any free or paid asset that would cover all three sources and would be also optimized for handhelds. We now have a component that we can put on UI regions and it can recognize and route touch, mouse and key inputs to game actions, with all the rules specified on a binding layout (in Unity Editor) for hassle-free setups. There is potential for later optimizations, especially for gestures, like finding the perfect speed variables for panning at different map distances, but for now, it's good to go. 

  • Unity & IDE Update: Due to unforeseen difficulties, we had to reinstall both Unity and the IDE (Visual Studio), so then decided to also install the newest versions of both and smoke tested Feudums against the changes. So far it seems, it didn't break anything.  Also had to reinstall everything that is necessary for building to Android and updated minimal required Android version to 5.0 (so there will be less legacy Android code attached to the build). Really hope that it'll also boost build-speed a bit.

On the artistic front, Sándor has finished most of his to-do list including the illustrations to go with game events (plagues, wars, famine, etc).  They are excellent!



Cool to hear your development journal.

Do you have any ETA for a public release or for a playable beta-test?

I think perhaps we're still alpha testing game components and having input into game concepts at this stage. An exciting point to be around for.

Glad to see you guys are still working on this. I was amazed first time I saw the potential of the game. I think I found out about it on youtube, cant really remember but since then I was there for every single dev log. Until the team broke apart. I am really excited to see this blog update. Looking forward to a game like this and looking forward to Feudums. Thanks for not giving up!


If you have just came back recently, you may also enjoy reading the other ~40 blog updates from the past year. :)

(devblog is not on our frontpage but is always accessible through the Meeting Hall or the Blog Archives link on the right side of every blog post)


Thraxas is correct, we are still in alpha, testing and implementing game- and engine components... and it'll take a while, as we'd rather throughoutly test everything before calling anything ready for beta. There are scheduled playable module demos for the alpha though.