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Offline Asid

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Re: Ylands
« Reply #120 on: June 08, 2022, 02:50:08 PM »
Dev Diary #227 First look!
Wed, 8 June 2022

Hey there, fellow Ylanders!

This time we come to you a bit earlier than usual as our team will spend rest of the week surviving in the woods. But we have good news and good news can't come early enough, right?

During our journey to make Explore great again (and even greater) we've already fixed and added a lot things that we promised and that you asked for. We're still not done by any means, but we are very happy that we can announce that in the upcoming update 1.10 you will finally find a fully working first person camera view.



Originally we planned to release this in update 1.11 but we managed to fix some blocking issues sooner than we expected. This, in combination with the fact that you've waited long enough, led us to the decision to include the FPS camera in 1.10 instead of 1.11. We delayed what we internally call "Custom Exploration" into 1.11 as the FPS camera is, based on your feedback more important, and we managed to make it work.
Why did it take so long?

Well, having both camera modes in a multiplayer game that has melee combat more sophisticated than just simple bashing in front of the avatar (like Minecraft) and is low-poly is quite tricky. It has to do with camera position, different control schemes, animation problems, balancing both modes in MP where each player can use a different one... the list goes on.

When we introduced the new combat support, having both camera views was no longer possible with the amount of time and manpower that we had and so we decided to disable the FPS mode until we're able to make it work.
So how did we managed to solve all the problems?

The honest answer is - we solved most of them and, at least for the time being, got around some of them. The new mode is not perfect, we will continue working on it of course, but for now, it's fully working.

Basically there are three things you'll notice when you use it:
•   You'll see just your hands, not your forearms and rest of the body. It's not because we would plan to release a VR version but simply because otherwise we would need to make a ton of new animations. The main character has roughly 1500 animations and, unfortunately, we can't use many of those, as it wouldn't work well with FPS camera.
•   Riding a horse or driving a car in the FPS mode can feel a bit nauseating for those who are prone to such things. That's why by default the camera will switch to third person as you start controlling those (you can override it, though)
•   There are few cases where the existing features need to be a bit tweaked to make the experience better.


So FPS camera has finally made it back and this time it stays. Yet another promise kept, still some to go :).

That's it for today and we'll talk to you next week. Until then stay healthy and classy!

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Offline Asid

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Re: Ylands
« Reply #121 on: July 23, 2022, 03:04:17 AM »
Dev Diary #233 Ymprovements on the way!
Fri, 22 July 2022



Hey there, fellow Ylanders!

We're very excited to let you know that update 1.10 "Ymproved Ylands" has left our doors and after it goes through some external checks, you will get your hands on all the cool stuff it brings (*cough* FPS camera *cough *).

I realized that it might be interesting to explain what is going on with the game build now, and what it has to go through before it gets to you. So let's do it.

At some point, when we feel confident enough about the current state of the game version we're planning to release, we do what is called a "submit".

At that point, the version of the game exists in a specific development "branch" called RC - Release Candidate. This branch is created from the current game code branch that is generally called "trunk" when the data lock happens - when we reached a planned moment when we say "from now on, no new features will be added to the planned update and we just focus on testing and fixing bugs". At that moment, we copy the whole game source code and create the RC branch. It is necessary because some devs are already working on features meant for future updates and the last thing we need is them changing the game parts that have already been tested and approved for the release.

So once we're happy with the state of the RC branch build, we say that it's ready to be released. "Happy" as in "there are known issues, but they are not critical and there are about a million things we would have liked to squeeze into this update as well, but it's too late", not as in "there are zero bugs we're aware of and the update contains absolutely everything we wanted it to contain".

Next, we do what's called a "submission". All platforms have some rules you have to follow and an automatic process that checks your build before it lets you make it public, so we first need to send the game update for approval. On one side of the spectrum is Steam, where you can send pretty much anything and players can access it almost instantly. On the other side is Apple, where the guidelines are very strict and they change quite often and it can take days to find out if there's some issue, so every submission is, for the lack of a better word, fun.

Once we've been approved by all the platforms, we can do the actual release. We let you know that there will be maintenance beforehand and when the time comes, we prevent you from running the game. Every major update requires that we upload it to the backend (pretty much the game servers) and run it there. If we didn't do it, you would download version 1.10 which would try to communicate with the servers running version 1.9 and the game wouldn't work that way.

The actual update process is quite fast so the most of the two hours the game is unavailable to you we test if the connection with servers is working correctly and everything runs as expected. If we find a problem we fix it and if it takes a longer time than expected, the maintenance window is made longer.

So now, when you (hopefully) see the maintenance message sometime next week when you run Ylands, you'll know that somewhere in Prague, in a large glass building we are frantically trying to make things work so that you can enjoy "Ymproved Ylands" (the update, which, by the way, was originally named "Balanced Balance" :D ).

That's it for this week and we'll talk to you again soon. Until then - stay classy, Ylanders!

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Offline Asid

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Re: Ylands
« Reply #122 on: July 29, 2022, 12:08:01 AM »
Update 1.10: YMPROVED YLANDS
Tue, 26 July 2022



The new update just dropped! What's it all about?

Hey there, Ylanders! 🌴

The new update is finally here! 🤩

For a while we were wondering what to call it. We knew we needed alliteration, that is what we do, but what should it be? Balanced Balance? Better Balance? First Fperson? None of the names really quite captured all the tweaks, changes and additions. What everything had in common, however, was improvement. And it is improvement done in the way that is uniquely Ylands. Hence Ymproved Ylands.

So what's happening in 1.10?

•   Mythical Animal taming
•   Exploration balancing
•   Beta version of FPS camera
•   New Blueprints functionality
•   Actions while mounted on an animal
•   Main game modes renamed
•   And many more fixes, tweaks, changes and additions!



⭐ Mythical Animal taming

We added new animal companions that are only for those of you who dare to complete special Random Encounters and follow a famous zoologist on an adventure! The reward is a Mythical animal for you to tame and have as a unique companion in Ylands!
 



⭐ Main game modes renamed

This change is one that will be obvious right from the start. When you launch Ylands, you will see that the Main Menu artwork is the same but the game mode name tags have changed. We realized that new players might not get much out of the current names, so we decided to change them up a bit to be more descriptive of the fun that is hidden behind them. The main change is that Exploration is now called Adventure - because this is our focus, not just showing you what is it like to travel somewhere, but to experience something more. We haven't changed our focus, it's still a game for all of the adventurers out there - explorers, fighters, and builders.



⭐ Exploration balancing

Since 1.5 we have been focusing on the adventure side of our game. For the last few updates, we've been working on a lot of the pieces that were missing, and now is the time to start putting all the pieces, especially the bigger ones, together. For example, crafting is now an even more rounded and complex feature, as everything crafted or manufactured in workstations takes a different amount of time to be finished. We have changed a lot of other details, like the map legend, weather, temperature system, and resource distribution system, so you will want to travel through all kinds of ylands, craft better tools to get everything done faster with greater efficiency, and be prepared for danger of all kinds - wild animals, monsters, and sunburn. Balancing for 1.10 took the longest time of preparation for this update, but it doesn't mean that it cannot be even better. Please share your thoughts about it with us!




⭐ Beta version of FPS camera

You asked for it, we sat down and worked to make it happen and here it is! We call it a beta because there are still small bugs that you may run into. But it works and fights in caves are now much more enjoyable! Go check it out!


⭐ Actions while mounted on an animal

We know there are a lot of things that you should be able to do while mounted. So we decided to kick it off with the most requested ones: eating, drinking, reading, and holding certain items. While you enjoy these, we will continue working on the rest of the actions from the list.
 



⭐ Fishing Rework

The previous update brought underwater and sea life into the game. Since then we knew that we needed to step it up with the way fishing works. Now you can experiment with different types of rods, biomes, and weather in order to get a more varied haul. Go fishing and catch what others need to dive for!




⭐ Editor enhancements

Apart from the new Blueprints, we have also further improved placing and transformation of objects. The Constraints setting have been simplified and new dedicated "Toggle grid mode" button was added, so there is now more control over the object movement directly from the main toolbar.


⭐ Visual Scripting improvements

As a basis for a larger scale improvement of the user interface and functionality of Visual Scripting, 1.10 brings its first pieces. Multi selection of script tiles, which allows you to move, delete and copy (even between canvases) large pieces of code effortlessly. Also no more whole stack movement, you can now "pop out" single pieces without holding shift. However, to comply with this change, we had to swap the buttons for panning the canvas, which is now moved by holding right mouse button (instead of left). Second addition - Context menu, works in same manner as in the Scene editor and allows you to perform all the script actions without remembering all the key bindings (copy, paste, duplicate, delete etc.).


As always, the new update brings many fixes, changes, tweaks and additions that we implemented to give our players a better experience. We would love to know what you have to say! From our point of view, the effort to bring this update to life was summed up by our Producer, Libor:
"Once we decided to focus on the balancing of the Exploration gameplay, we knew that there were two possible catastrophic scenarios. We will change just a few details and nobody will notice it or we break the whole game and it will be disastrous. But, as always, our designers found the right way and we are impressed with all those small details which Ymproved Ylands."


Well, that's that. The update is out, now all that's left for you is to go and play it! And for us to wait for your feedback! And for us all, the biggest task is to...

Stay Classy! ✨


Find the detailed changelog HERE! https://ylands.com/community/topic/31774-110-ymproved-ylands-changelog/

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Offline Asid

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Re: Ylands
« Reply #123 on: July 30, 2022, 12:43:35 AM »
Dev Diary #234 New Blueprints? New Blueprints!
Fri, 29 July 2022



Hey there, fellow Ylanders!

So something has happened to Blueprints in 1.10. Former Blueprints are now called Game Blueprints and former Compositions are now Creator Blueprints. Why? Because we felt Compositions and Blueprints had a lot of common functionality and when we added more variety to the former Blueprints it became obvious that merging those two together would make a lot of sense.

Long story short - Game Blueprints are simpler (as in no scripting etc.) and can be used in Adventure, Sandbox and Editor. Creator Blueprints allow capturing more sophisticated things and can be placed in the Editor only.

So what else has changed?


Players are now able to capture Blueprints in the Editor (without all of the previous workarounds...)! Just make a selection and open the "Save As Blueprint" wizard.

A LOT more things are now available for capture in a Blueprint (weapons, tools, items...trees!) and it takes a lot out of the guesswork about which assets you can utilize. For those who want to be really sure, there is a filter in the Entity Catalogue in the Editor.

And as for building the Blueprint in the game - you may notice that there are now two tabs in an active project table. Deposit material in one to build the walls, ship hulls, and car chassis (basically the parts that you can't pick up afterwards) and the other tab collects Items - all the things that you CAN carry around and might want to use as a decoration, for example. If you don't know a recipe for a part of the blueprint or you don't have the right tools to craft it, the project table will tell you and indicate which parts you can't build at the time. PC players can even Stop Building the Blueprint and keep what they built until that point.

Right now you can create just local Blueprints for your own use. In 1.11 you'll be able to share them with others and monetize them.

That's it for this week and we'll talk to you again soon. Until then - Stay Classy, Ylanders!

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Re: Ylands
« Reply #124 on: August 08, 2022, 06:23:28 PM »
1.10.0.1 Patch Changelog
Mon, 8 August 2022



A post-update patch that fixes some of the Blueprint issues and also Onboarding :)


Highlights:

•   Disappearing ship parts fixed
•   Minor Blueprints fixes
•   Tutorial bugs fixed
•   Fixed memory leak issues


Changelog:

Fixed:
[YLD-39511] Fixed: Mountain Talongoat bait recipe no longer requires a whole Heliconia plant (unobtainable). Replaced by Heliconia Seeds.
[YLD-39406] Fixed: Placing an item into the blueprint table should now correctly work in instances when the same item is required for both the Materials tab and as a (decorative) Item.
[YLD-39401] Fixed: Blueprint project table should now correctly recognize tools inside containers.
[YLD-39487] Fixed: A regression where older (for instance, created in Early Access) rented server games could not be deleted.
[YLD-33889] Fixed: A memory leak caused by the game screenshot in the upper right corner of the escape menu.
[YLD-39163] Fixed: Some texts were untranslated (in: exploration map, rented server management, video options).
[YLD-39355] Fixed: Loot container position correctly updates when a boat that has it on board sinks'.
[YLD-39362] Fixed: Excluded some EntityPrototypes from being spawnable by SpawnEntityGen.
[YLD-39181] Fixed: Reduced shader memory by variant stripping, cleared up the reference to massive colour arrays after use. On LowMemoryEvent don't run GC and UnloadAssets every time, variable 15s time.
[YLD-37940] Fixed: Search in inventory now correctly uses localized names of items.


[YLD-39362] Fixed: VS: It is possible to Spawn obsolete entities with scripts.
[YLD-39422] Fixed: VS: Right-click won't open the context menu in pivot edit mode.

Tweaked:
[YLD-39407] Tweaked: Foliage from blueprints never grows up.
[YLD-39357] Tweaked: Trees from blueprints don't drop items anymore.

Added:
Added: new version of Onboarding

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Re: Ylands
« Reply #125 on: August 13, 2022, 01:06:19 AM »
Dev Diary #236 Sassy Streams and Cute Community
Fri, 12 August 2022



Hey there Ylanders,

This week we would like to tell you about news from me and Nikki.

STREAM

Our first stream together was a blast. We played with Mythical Animals, enjoyed fishing together and started a server where all of us can build together. The server's name is SECRET STREAMERWORLD and you are all cordially invited to flex your creativity there. Please check the rules by the gate or mayor's office first. It was decided among the players that the name of our new founded city should be Fraikiville. Based on our beloved pet mascots: Nikkis's pupper Haiki and Anna's cat lady Frana.

Since we had so much fun with you all we decided to be streaming more regularly. For now, we'll be streaming about once every two weeks on a Wednesday, after some time, we'll have a look at what you enjoyed the most and reassess the streaming schedule based on that! Follow us on Twitch to not miss any of the streams:
ylands twitch.tv/ylands








COMMUNITY CORNER

The good news don't end there. We also started a new category of posts on our social media. We call them Community Corner. There, we will collect your input for the game. We will also use it as a platform to answer your questions and comment on your ideas. So look out for the Corner once a week to see which one of your ideas will become (virtual) reality.



Hope you enjoyed last week as much as we did.

Next week's Dev Diary will once again bring news about what we're working on in the game and what you can look forward to in 1.11.

See you on stream and...

...Stay Classy!

Anna

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Offline Asid

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Re: Ylands
« Reply #126 on: August 21, 2022, 02:45:55 AM »
Dev Diary #237 Better crafting UI, anyone?
Hey there, fellow Ylanders! 🌴



With thousands of items and hundreds of recipes, crafting has always been quite a tricky part of Ylands. For a long time, we have been gathering feedback and testing various ways of  making the crafting user interface more friendly and intuitive. The result of this process is something you will experience in update 1.11.'



For now, let us share with you what you can expect in a few points presented by Michael "Khan" Rezabek, the designer responsible for the crafting UI overhaul.

•   New crafting offers a new way of sorting recipes - now shown in a vertical tree instead of tiles, it allows for a better, single-screen orientation in recipe categories.
•   New indicators show the total amount of recipes in each category and how many you have discovered.
•   Tired of "NEW" notifications flooding your crafting screen? In the new crafting, these notifications will be automatically hidden after opening a category, no need to hover over every recipe.
•   More information is shown in the right panel after selecting a recipe, no more clicking the detail view to see weapon stats!
•   Item grouping has been improved to make more sense, for example, clothes are now grouped by sets, not equipment slots.
•   Multiple other minor visual improvements allow for better clarity.


We are looking forward to seeing how you feel about these changes!


That's it for this week. We'll talk to you soon and until then ... stay classy, Ylanders!

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Re: Ylands
« Reply #127 on: August 27, 2022, 02:45:21 AM »
Dev Diary #238 Nonsense of Names
Fri, 26 August 2022



Hi Ylanders!

This week we are going to talk about the competition
you could have noticed on the stream or on our social media. After that we will have a look at the naming process, that takes place in our company, together with some funny inside jokes.

Name Game

Once upon a time our Designer Prokop asked his teammates for new creatures' names ideas. And we thought: "but wait... we have such a creative community, let's bring this to the players!"



Who is this magnificent creature? Where did it come from and what does its name say about it?
Well that's up to you! Send us your idea how to name this elephant insect
and the one we like the best will be included in the game!

Send us your ideas over any social media (https://linktr.ee/Ylandsgame) until 20/9/2022 11:59 PM CET.


Naming Process

As we mentioned above, most of the time the naming process is up to the designers and art department (cause some of them chill in the same room you see). We asked Prokop the Designer what the name game usually looks like in the Ylands team.

Who's behind the process of name development in our team?

Prokop: "Do I know the person making up names of most of the assets in game recently? Of course I know him. He's me."

Can you tell me how the naming goes?

Prokop: "The process of creating and naming a new asset is simple. Designers come with an idea of what they need to have in the game, graphic artists then create a concept, which is discussed and confirmed with the asset designer (still me) and if we don't have a good idea for naming it, we brainstorm."

Do you have any funny stories about the naming work progress?

Prokop: "I don't have any funny stories cause it is quite self-explanatory. I don't mean to sound arrogant but I just sit down, look at the model and write something random. That's how I roll. Honestly, the most fun I have is when I manage to create some silly jokes in descriptions of pets and costumes. 'Cause I'm strong both in terms of wits and mustache." (Hm, where does this game reference come from I wonder)

Please tell us about some funny names you use internally during the development of Ylands.

Prokop: "Pteroprd instead of Terrorbird. The language play is quite obvious. But only the Czechs would understand."



Big thanks to our team for always being so on top of things and fun to work with. And of course the biggest thanks goes to our community for being so active, participating on streams and creating amazing breathtaking structures in our game.

I think the name game is in good hands.

Just remember....

Stay classy!

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Re: Ylands
« Reply #128 on: September 03, 2022, 02:14:28 AM »
Dev Diary #239 Paying You a Visit
Fri, 2 September 2022




Hey there, fellow Ylanders!

This week's Dev Diary will kick off with a message from Aleš, addressing our amazing players:


"A bit ago we had a live stream
and it was a lot of fun as usual. But there was one specific segment I enjoyed the most, which I find really satisfying and which I've been thinking about quite a lot.

Our Community Manager Anna took me on a trip to a server, where players build, well, things
. That, by itself, isn't anything uncommon. What has blown our minds was how many awesome things players have built since Anna had laid a foundation for that place. A mere two weeks ago.

So many amazing structures, filled with so many cool and funny details. And not only are players working on their own buildings, but they also keep adding and enhancing things others have made. And, most importantly, when you go there you are met with the exact amount of fun, silly and class that we consider the core Ylands values."


If building in a place where others can admire your skills, collaborating with other creators and being able to explore and have fun with them sounds good to you - be sure to join the server. The name is SECRET STREAMERLAND (So don't tell anyone.... tell just about everyone!).







Seeing how much incredible content can be created in just two weeks is damn impressive and it's something that makes us really happy. (And it seems that the new blueprint system is quite helpful, which is also great. :D )

Huge thanks to everyone who participates in this cool endeavour (as well as those we have yet to see) and stay classy, Ylanders!

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Re: Ylands
« Reply #129 on: September 09, 2022, 11:28:56 AM »
Dev Diary #240 Gifting That Keeps on Giving
Fri, 9 September 2022



Hey there, fellow Ylanders!

One of the things you've been asking for on forums is a way to send gifts to your friends. Maybe you have coyns you have no use for or you simply want to make your friend happy (because one needs no reason to make friends happy, right? 😊 ). Most of the time, you asked about gifting the Exploration Pack so that your friends can play with you.

Even though we're making some changes for Update 1.11 so that those without the Exploration Pack will get more kick out of the game (more about that later), the Exploration Pack will always be the core, the most interesting game functionality.

So whether you'd like to have your friend join you
on an expedition across the vast arctic plains or help you build
a nice house in the taiga, we got you covered, because starting with 1.11 you will be able to buy your friends the Exploration Pack with coyns.



But there's more! Actually, you will be able to gift anyone most of the things available in the shop. Remember - nothing says "I bought you a cool flying pig" better than buying someone a cool flying pig!

The next update will bring more than this suggestion to life, but we'll talk about the rest some other time. Until then - Stay classy!
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Re: Ylands
« Reply #130 on: October 22, 2022, 01:03:21 AM »
Dev Diary #246 Listen, Playlands, we need to talk
Fri, 21 October 2022

Hey there, fellow Ylanders! 🌴

Unless you've stayed far away from Ylands for the last two years you know that the whole time we've been focusing on Adventure
(aka Exploration). And because of that, we don't have enough time to work on another part of the game that keeps screaming for help - Playlands.

There were several reasons behind the creation of Playlands. Primarily it was meant to become a kind of social hub
, where Ylands players would meet and just have some silly fun together in an optimized environment that allowed for a larger number to be present simultaneously. It helped us optimize the multiplayer code and gain a lot of experience while making the minigame in the Editor.

However, right now Playlands are pretty much dead. Partly due to their flawed design which makes it difficult for players to instantly play and enjoy any content, and partly because they're simply a remnant of times when Ylands was leaning more towards Roblox-kind of a platform game and those times are, fortunately, gone.

Could we make it work better, a more fun, intuitive and rewarding experience with what we learned since we introduced it?
Possibly.

Is it worth it / do we want to?
Not really. We believe that time is better spent improving Adventure and all that's related to it. Also, we have the powerful Editor and feel that making cool small games works better if they're part of the custom games ecosystem, instantly accessible by anyone willing to play them.



Long story short - in 1.11 we're removing Playlands. The minigames from it will eventually become available as separate custom games
to play for anyone and so the love we put into them won't be wasted.

Playlands, however, are not just minigames. Players can gain points there which they use to select clothes they wear in other custom games. This functionality will be removed from Playlands and, later, made very likely part of the player's profile. In the meantime, we'll keep your avatars dressed as they were before the 1.11 releases.

Please note that if you're playing just the Adventure, the removal of Playlands will not affect you in any way.

Until next time...

Stay classy!


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Re: Ylands
« Reply #131 on: November 12, 2022, 01:48:33 AM »
Dev Diary #249 Make nice things easier
Fri, 11 November 2022



Hey there, fellow Ylanders!

Many of you have been spending countless hours not just fighting or exploring, but also building. You've built houses small and large, elaborate ships for your avatars to live in, and much more. And when the update 1.11 lands, in addition to capturing those you will be newly able to share them with others. That way, even if some may not have the skills or ideas, they may still be able to build such great creations as well (although they still need to get all the resources, obviously 😉).

Since you can now create in the Editor elaborate Blueprints that players can build in Adventure, we're adding something that will help to create even more spectacular content.

Something we call... Custom Toolbox.

If you build your houses, ships, cars, and everything else directly in the game, this probably won't interest you that much. But if you're one of those that are going to use the power of the Editor to, for example, build a Blueprint of a magnificent mansion to act as your base (or pretty much anything else, for that matter (smile) ), you should read on.


So, what is it?

The Custom Toolbox is a tool with which editor-side scripting should cover all those specific issues players can have like selecting objects based on their color, changing position and rotation for every stone axe in the game, and replacing all wooden beams with different wooden beams...you get the idea. But maybe you are a scripting guru and want to take a shot at a tool that generates pictures based on imported .xls data? Spheres, circles, and weirdly bent walls? Or dig tunnels under a path? We've got you covered! These tools, once scripted, can then be shared with other players, who can use them without any scripting knowledge - by simply selecting the parameters. Each tool comes with its own Custom UI editor, which can help with giving instructions to the user or may add a couple of handy buttons and inputs to use.

How do you like it? Will you give it a try?

Let us know and we'll talk to you again in a week. Until then... stay classy!


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Re: Ylands
« Reply #132 on: December 04, 2022, 05:33:51 PM »
Dev Diary #250 There be ghosts!
Fri, 18 November 2022



Ahoy Ylanders!

Update 1.11 is just a few weeks away so it feels like a good time to remind you of some of the cool things you will get to experience in the Adventure mode when the update comes out.


Let's start with some good news and bad news. The dungeons we told you about some time ago look great, and we're very excited about them. Originally, we hoped we would be able to release the dungeons in the upcoming update, but we decided to delay those until 1.12
. All the systems needed for it are ready and working. We are generating random dungeons filled with both easy and sophisticated random encounters. It is possible to enter those with your friends (similar to traveling somewhere with ships), fight enemies, and solve encounters leading to the final ones you might call "boss fights". A lot of pieces have already fallen into place with the exception of one - the gameplay is simply not as smooth and fun as we would like it to be. It simply needs more time to tweak
. And after far too many hits and misses with other features in the past we rather delay a feature in progress (or even entirely scrap it, if need be) than release something that we are not happy with. So, no dungeons in 1.11. On the other hand, working on dungeons made us give more focus to fixing issues related to combat and pathfinding
. The first minor fixes are already present in 1.11
, with more coming in 1.12.

The rest of the planned features ( and a bit more :) ) is coming out with 1.11. You can expect a reworked crafting UI
that lets you easily find what you're looking for and utilizes some principles and ideas you proposed. On top of that, we are discussing ways how we can open the recipes more gradually in the future and for this to feel more rewarding.

We have a brand new loot system
in place so that things that mobs drop will be more varied in numbers and objects and specific monsters and hostile characters will drop rare things or parts of armor sets. There are a whole lot of things to look for and look forward to!

Many new players have told us that the initial yland wasn't enough to decide whether to buy the Exploration Pack or not, so newly for those without the Pack the whole tropical region is now open
and we've also added options to unlock the regions one by one instead of opening them by only getting the Pack (which, however, remains the most efficient way to experience all of the Ylands content as intended).

As the night falls, cool ghosts
(with some really, really cool stuff they can drop) may appear at various random encounters. Just beware - destroying those can be difficult without the right equipment ;)

Ghosts are, however, not the only new inhabitants of the world of Ylands. Scheming pangolins or colorful morays are nothing compared to the epic tamable creature, that can be acquired only by those who have tamed all the other mythical creatures.



As usual, you can expect more than just these bigger features plus a ton of fixes and smaller improvements. Hopefully, you'll like that!

Stay classy!

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Offline Asid

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Re: Ylands
« Reply #133 on: December 04, 2022, 05:36:46 PM »
Dev Diary #251 Focused feedback
Fri, November 25, 2022



Ahoy Ylanders,

With the update release coming closer, our work is focusing on polishing all the details and quirks. This week we held an event called a focus test. What is a focus test you ask?



"Focus tests help us find out information about our game through the eyes of new players. While working long enough on one project your view of the game can become subjective (you know how everything works, where to find everything, and what to avoid doing). It essentially prevents you from seeing the game the way a first-time player does. We try to follow how people understand the main menu, and user interface, if the player knows where to find everything in the inventory and other screens and if tutorials and hints are helpful enough. We have had a great experience with focus tests in the past in our Ylands team and I find them an important part of game development."

- Michaela Bσdi, QA Lead


We invited some of our friends to come to play the game in our office and give us honest feedback. They have never played the game before. This time we wanted to know what a new player thinks of the tutorial, progression, and overall feel of the game. We had designers and marketing there to collect all the information and after 2 hours of playing we sat down with our testers and they told us what they think of the game.

How did it go?

Everyone loved the day, our friends had fun exploring a new video game and we got pages and pages of valuable feedback. We already had a first meeting where we discussed our notes. You will see some changes regarding clarity and simplicity in the future, that came from our focused feedback. Huge thank you to everyone involved!

Stay Classy!


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Offline Asid

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Re: Ylands
« Reply #134 on: December 04, 2022, 05:40:55 PM »
Dev Diary #252 Adventuring in '23
Fri, 2 December 2022



Ahoy Ylanders!

We're now very close to releasing update 1.11 and are getting closer to 2023 with every passing day. And because of that, I would like to use the Dev Diary to tell you what some of our plans are for Adventure in the next year.


In 2023, if everything goes as planned, we would like to release three large updates - 1.12, 1.13, and 1.14.

We've been working on Dungeons for some time already and based on their current "fun factor" (or the lack thereof) decided not to release them with 1.11 but to keep working on them until we're happy with the result. They may be released in 1.12, but because there is another feature that we definitely want to release with that update, Dungeons may appear as late as 1.13.

That "must-have in 1.12 feature" I mentioned is something we've been thinking about for about two years (and even mentioned it once or twice during that time :) ) and now it finally feels like a good time to add it to the game. We'll provide you with more detailed information in one of the January Dev Diaries, but - in a nutshell - we want finally to give players a stronger incentive to explore both the game world and various features. Make every game you play a bit less generic and a bit more of a story. And, finally, give players more goals to achieve.

As much as it would be cool to start naming cool future features the very important thing to say is that we still feel the game is not in the state we want it to be. After roughly two years of making wrongs right and getting back to the roots we believe we are now back on the right track
... but there are still far too many things that need to work better, and, more importantly, be more fun.

Sailing and ships are a major part of the game and yet there is still a ton of work before we utilize their full potential. With the Energy, we barely touched the surface. Crafting, even with the UI improvements coming in 1.11 is still something that needs a lot of love. And we could go on.

Long story short - even though the next year will see new features coming to Ylands, our priority will be to take the things that you already like and make them better. All this is based on your direct feedback, just like the last two years.

That's it for today, so stay classy, Ylanders!
Aleš


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