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Topics - Anti "Ether" Danilevski
1
« on: April 21, 2015, 09:05:44 am »
Well, folks, it's over. Servers are sent to cancellation at 27 April 2015.
You have one week to exchange contacts and say farewells to each other. I tried to save this project, but it didn't work. Alas.
P.S. I'll look for someone who would buy source codes/art and revive it, but I wouldn't expect miracles.
2
« on: February 17, 2015, 11:25:12 am »
Hello everyone.
As you have noticed, we facing a difficult situation (second time in AfterWorld's life programmers are leaving to earn money somewhere else). But this time I don't think another miracle will happen and anyone will want to return them. So, AfterWorld have no developers team anymore, even though I managed to provide payment to develop FPS prototype (DotAW that got so blamed by commuinity that ourcoders decided not to develop it). When we heard about Bank's decision to go, we discussed different ways to keep AfterWorld alive. Unfortunately, we couldn't come to any agreement, Bank don't want to have anything common with his unborn baby called AfterWorld anymore. So, investments were cancelled (and this is totally fair).
Now, I see only two possible variants of AfterWorld's future: 1. AfterWorld is being closed, because we have no investments to pay for servers; 2. AfterWorld is going open-source and perhaps someone will finish what Bank couldn't (stability).
Second option requires money that we din't have, and time which we don't have too. There is a possibility to raise funds on Kickstarter and hire someone who may go through process of turning game open-source - I believe it would require from 2 to 3 months of full-time job and then part-time job to work as a master-merger. By my estimation, it would require no more than $10k all total (2-3 months of making AW opensource, payment for servers, part-time job payment afterwards).
I don't know if we'll go this route - I have to talk with our second coder, if he want to try it. I'll have answer this evening, and as soon as I know it, I'll share with the community.
3
« on: February 09, 2015, 03:38:07 pm »
Well. Looks like I'll be the messenger that brings the bad news. Hope I'll live, though, because I have an exciting good news too.
First, BAD news. I'm sure everyone noticed that our battle with bugs after server-side update is being lost. We f*d up, in other words, and failed you - our players. What is much worse, by our estimation, with the team like ours (2 programmers) bugfixing will take 6+ months more. Then, we'll have to implement promised functionality (6+ months too) and then fix it again (about same +six months). What we have? We'll have to work for 1,5 years to make the game that we have envisioned. But due to serious crisis in Russia (in short, our programmers are earning twice less money than one month ago) we can't allow us such costy, but long development. And we have no way to hire more people, too (thanks, crisis). So, AfterWorld as it is now is getting frozen. Ooops.
But there is a GOOD news too. We have a plan, and our plan is below.
In AfterWorld, we wanted to a) implement First-Person Shooter gameplay and b)implement new characters (that we have, with tonns of weapons and really, really cool animations). But current bugs didn't allow us to work on those features. So, we are beginning work on a spin-off game 'Defense of the AfterWorld'. In this small game that our team can handle, we are going to release those two features: new characters, FPS gameplay and few levels to run around and shoot each other, shoot creeps and destroy/defend bases. Should be fun, to have a First-Person Shooter with dota-like strategy gameplay in AfterWorld universe, with AfterWorld story.
I know what you are going to say: 'They are making YET ANOTHER GAME! Fininsh something first11!!!'. So, why we are going this way? Because we are facing three choices:
1. To close development of AfterWorld due to lack of resources (crisis, remember?); 2. To develop AfterWorld for 1,5 years more, to achieve basic game as a result that we'll have to develop until final version for yet +1,5 years - and we can't allow us to work this way anymore; 3. To make something small, but playable and fun, earn some money and return to AfterWorld MMO development.
We managed to get investments for option 3, and then we'll have to go for a Steam and Kickstarter, where we'll raise funds to continue development of both games. And this will be done simply because if we won't success, we'll have to return investments to our investor. Those are big money. And we have only 6 months to release basic version of DotAW and launch it in Steam Greenlight. But we are going all-in, to keep AfterWorld alive.
As a side effect, perhaps we'll be able to implement features from DotAW into AfterWorld (such as new characters or FPS gameplay). Also, Dale is getting a good reason to write another book.
Now, you can shoot the messenger. But I'd prefer if you wouldn't do it.
4
« on: January 22, 2015, 02:45:37 pm »
Well, we fixed A LOT of bugs and returned tonns of items. But there is a possibility that we missed something. So, if you have chacked storages in Saransk/NU and still can't find your goods, pleas report it here.
Also please keep in mind that micropnotes were converted to pnotes and micro pnotes were removed from the game. Every non-refined loot that you didn't sell got wiped, so it's normal not to find it. But if you miss something else (containers, for instance) - this is a good reason to let us know about it.
5
« on: January 21, 2015, 09:31:46 am »
Hello everyone!
Seems there is a misunderstanding about how many people are working on the project and why it takes so long to fix bugs after our new server-side revamping. It appears that players are thinking we are 20+ people here. But unfortunately, it's not correct.
We are only four people working on the project at the moment: Bank (Fyodor), Aneroun (Serge), new game/level designer Jury and myself. We have funds to maintain a small team, but nothing else - until project begins to earn money.
By our estimation, we can bring old players back and/or bring new players into the game when there are no critical bugs remains and when basic functionality works (mining, tree cutting, hunting). We believe that wit the current speed of development, it's possible to achieve July/August 2015.
Same goes for Kickstarter/Steam campaigns: it's not reasonable to launch campaigns to raise funds while game isn't stable. Though successful campaign on Kickstarter would surely improve speed of development, allowing us to hire additional programmers. Perhaps we'll launch campaign on Kickstarter earlier, with a relatively small goal ($30-50k) that would allow us to finish basic functionality quicker and move toward more advanced and interesting features (like clans and clan wars, vehicles and other sweet stuff).
That's it. If you have questions, you are welcome.
6
« on: December 26, 2014, 09:48:52 am »
Hello everyone!
After last update, I want to hear your opinion on what most critical bugs are still existing that prevents you/other players from playing. In other words, what must be fixed so you can play and our old players would be glad to come back and play again. Please keep in mind that I'm talking about bugs, not about non-working features like tree cutting or taming.
When we gather enough opinions, I'll make a 'bugfixing' roadmap and next month we'll work only on those bugs, so game would work properly and stable. When it's done, we'll move toward new (or old non-working) features.
7
« on: December 22, 2014, 03:15:28 pm »
Well... Yes. Update is still coming in a few days. We expect to finally beat it and deploy at 24 December. Sorry for delay, I know your feelings and feeling the same. But we want to fix as much serious bugs as possible, so it took a while.
8
« on: December 10, 2014, 11:24:21 am »
I've been asking this quesiton before and got some replies. But I want to see who ready for this task. We have some quests for tutorial, some texts that we need to proofread and, likely, improve. If you want to participate, please send me PM.
9
« on: November 24, 2014, 09:54:23 am »
From now, batteries are dropping with different number of repairs (1 or 2, randomly).
10
« on: September 29, 2014, 01:15:56 pm »
We are happy to let you know that we found and fixed error with the drop and loot. Now everything should drop correctly and in the right amounts! Also, we have found and eliminated couple of bugs which prevented new players to create new character and login (game haven't been loading).
Have a nice play, and don't be shy to report bugs!
11
« on: September 18, 2014, 07:02:41 pm »
Well, it's a good time to open this discussion. I foresee a lot of questions and this is a good place to ask them. It would be great if some vets would create newbie characters and play those newbies for a while, to see if it's now easier for the newcomers, do they have enough money to train skills and so on.
Also, if you see something wrong (some robot is dropping guts and blood, for example), please report it to me here or via private msg.
12
« on: August 27, 2014, 12:19:07 pm »
Hello everyone!
We are a bit late with our big update. We expected to finish it earleir, but it was a very difficult task to complete. But now it's done, and next update is planned for 10th September. We are going to to deploy:
1. New server-side back-end with continous, seamless world. There are still going to be tranitions between world and buildings, or large cities, but rest of the world is handled by the dynamically arranged servers. So, if there is a high load on the one part of the world, more hardware servers are going to join the calculations and handle it, so you won't see any lags (or supposed no to see any).
2. New client-side streaming! World is loading with the lightning speed, and also it allows us to seriously optimize resources usage. Which means - bigger world, bigger cities and etc.
3. P.note economy system: now you can sell iitems that are being dropped from mobs for p.notes. You'll be able to do it in cities, terminals at the beginning, and later - sell them to NPC's
4. P.note skilling: SAU is removed, instead, you'll be able to use p.notes to unlock your new skills.
5. New loot balance: loot is distributed differently amongst the mobs, and with correct quantities.
6. Items that you won't need you'll be able to sell on auction to other people who need them, but don't want to waste their time. As a result, you are able to buy/sell ingredients for AWD. It means you are going to be able to play without donating any money at all (if you are good with trading, of course).
7. Ingredients that you have now are to be wiped. It won't affect refined items, but everything that you don't really need and don't want to refine are going to crumble to dust.
What we aren't update, though had it planned:
8. New cities. Though they are ready and finished, we need a bit more time to implement them.
9. New characters. Same as with the cities, they are done, but we are going to add them in the next update (in october).
10. FPS gameplay and new combat balance: it's coming live in november/december.
I think I could miss something, but generally, it's ok.
And by the way! Process water IS an ingredient and will be wiped too. So be careful and if you want to do something with it, make sure you do it before the update date.
13
« on: July 22, 2014, 12:37:56 pm »
Hello everyone.Just a little update about what we are working on today.First, we have finished the most difficult and time-consuming part of development: server clusterization is done; client streaming is done. Both parts are now working with each other, boosting each other's power and effeciency. Still, we need a week or so to finish it completely (which, of course, doesn't mean that there won't be bugs discovered - we except to find some and mercilessly shot them down).At the next week we are going to begin integraiton of the new characters into the game. Both male and female characters will be replaced. At the beginning, they won't be morhpable, but soon after morphing will also be implemented and you'll be able to create different characters and faces. Can't tell you when exactly, though.At the same time, next week, we are going to finish the mobs and loot balance and relocate mobs. We got the new system already and new items distribution, now only need to import our data into the game, export again, tune and reimport again. It's really not a big deal after two months+ of calculations and balancing. And, together with that, new pnote econony also will be deployed.And, lastly, we have three new cities that are going to be deployed (we believe) in mid of August. So far we are going according to our estimations with just one week late. We hope you won't mind and forgive us this delay.If we manage to meet our previous deadlines and move with the current speed, everything will be deployed to the game server at the end of August, followed by testing. And, should everything go smooth, in September we are going to begin brining old players back.Stay tuned, we are working every single day to make you (and us) happy!
14
« on: May 13, 2014, 08:28:46 am »
Hello everyone!
We did a lot of work since the last update, and I think it's relatively safe to let you know about the upcoming changes. We are planning the really big update in beginning of July, but since we may encounter some additional difficulties, except this update to come live in end of July or beginning of August.
What is coming soon in that update:
1. Server clusterization. What is it? It's a seamless traveling between the zones. Each server handles a number of zones, currently - up to four. If we would have a really high online, each server would handle one, dedicated zone. You won't notice switching the zones and you would be able to shot into your enemy from one zone, while he is in another. Same goes for mobs. What else does that means for you? Nearly any number of mobs, without slowing the game (this is the reason why we couldn't spawn a lot of mobs before).
2. Streaming. Instead of one - five minutes to load the level, it will go in seconds. Currently, a big, new city is loading in five seconds from the moment you enter it. Remember how character creation have been lagged before? It's, and many similar situations, would be solved because of this implementation.
3. New pnotes economy. Items would be sold to the game for pnotes, and skills are trained for pnotes.
4. Fully rebalanced mob's loot and items system: new distribution amongst the mobs, new numbers. Items are going to be a lot more valuable. Old ingredient items would be removed only then, not before.
5. New area for newbies. It's finished already, though at the beginning it won't have a lot of quests. Tutorial would be added a bit later.
6. Perhaps we would also add two new cites, to replace New Urengoy and Turukhansk.
7. Perhaps the new female character would be finished and integrated. If not, it would come very soon after the main update.
8. Perpahs some weapons would be replaced (models).
9. Perhaps some graphical issues would be fixed, together with the graphics optimization and shaders. This is a feature cut for this update, don't expect too much here.
What would come up next?
- FPS gameplay - Graphics optimizaiton - Rendering optimization, together with the occlusion culling - New shaders included - New post effects - New weapons, to close existing gaps
15
« on: April 14, 2014, 02:16:02 pm »
Hello everyone.
Many of you have sent me files with mobs toughness. After compilation, I've got more or less reliable opinions, except for one creature: Bolotoid boss. Everyone marked him as a very tough, average 3 kills per hour. At the same time, Mrazoid boss appeared to be a lot less tough: 17 kills per hour. So do you really think that Bolotoid is so strong and if he is so strong - why? What makes Mrazoid weaker?
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