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Logic World News

Logic World Wednesdays: The Panoramic Edition

In case you haven’t already heard, this week we made the difficult decision to postpone Logic World’s release.

We’re sorry about this, but we’ve got our heads down and we’re working hard to make sure the game you play on May 1st is the best it can be.

More Bug Squashing - Jimmy

I again spent most of this week squashing bugs to make sure playing Logic World is a stable, smooth experience. There are two fixes that were particularly satisfying which I would like to share with you.

Firstly: chairs had been non-functional ever since I redid the player controller code in September. I fixed them up this week and made two important improvements to their functionality:
  • Chairs now work properly when they’re placed at odd angles
  • Your multiplayer model will now appear in chairs to other people


The next nice fix was to Mount resizing. When I added the checkmark to the resizing UI, it only worked properly for Horizontal Resizing. Mounts use Vertical Resizing, and their checkmark was broken.



I quite like the tiny new checkmark. It’s cute 🙂

Tracker - Felipe

If you didn’t already know, the closed beta for LW has begun. The beta is a period for reporting issues about the game, and so far this has been done in a plain Discord channel, but this has proven to be insufficient; for example, we don’t have a way of marking issues as solved. For this reason I have been working on a ticket system similar to GitHub’s issue system that allows our beta testers (and you too, in the future!) to report any bugs, feature requests or other feedback, which we can later resolve.



Server Docker Image - Felipe
Docker is a platform for running applications in containers, which are like virtual machines, meaning that each application gets run in its own little fake OS, isolated from the rest of the machine. These applications come in the form of images, from which containers are created. This week I’ve been working on making the LW server into an image, allowing users to spin up a server with a single command, provided they have a Docker installation:



Screenshots - Jimmy

This week I made a major upgrade to our screenshot tech. Previously, we were simply capturing what was currently being displayed on the screen and saving it to a file. But I wanted something more powerful than that.

Now, the game can render screenshots at any resolution. This is exciting because it means you can take very high-quality screenshots even when you’re running the game in low quality.

Here’s an 8k screenshot I took while playing at 1080p (click for full resolution):



The build in that image is a binary multiplier made by @TheWildJarvi :D

I also added 360° panoramic screenshots, which I think is pretty cool. You can see one below; click on it to view an interactable version in Google Photos.



Finally, I added the option to save your screenshots as jpg instead of png. This can massively reduce the size of the images even without sacrificing quality.



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We'll keep releasing these weekly updates right up until the game comes out. To make sure you don't miss them, you can sign up for our newsletter or join the official Discord, and of course you can wishlist and follow the game right here on Steam.

See you next Wednesday!

View this post on logicworld​.net. More Logic World Wednesdays

https://store.steampowered.com/app/1054340/Logic_World/

Logic World Wednesdays: Beta Than Ever

On Monday of this week, we started beta testing!

A few select individuals have gotten advance access to Logic World. These folks are helping us perfect the game by finding bugs and giving feedback on features. They’ll also be building contraptions to help us with marketing the game.

Beta testers have no restrictions on sharing their experiences, so from this week forward you’ll have a lot more Logic World content to look forward to!

Check out the first CPU in Logic World, built by @Mr_IO:

[previewyoutube][/previewyoutube]

And check out this awesome synchronous program counter from @TheWildJarvi:

[previewyoutube][/previewyoutube]

Beta testers are often sharing screenshots and videos on the Logic World Discord, so make sure you’re hanging out there if you’re not already. Furthermore, we’ll soon be setting up Steam Broadcasting for Logic World, so keep an eye out for that.

Edit: Steam Broadcasting is live! Go to the Logic World Steam Page, where our beta testers are streaming their gameplay :)

Without further ado, let’s get into this week’s Wednesday!

When Time Waits - Markku

Hello everyone, and happy Logic World Wednesday! I'm happy to share one of my pieces called When Time Waits with you today. It's about the ephemeral moments in our lives when time seems to stand still. I hope you enjoy this piece and look forward to hearing what you think.

[previewyoutube][/previewyoutube]

More Displays - Jimmy

For a while, we’ve had Panel Displays with up to 8 pegs, but our Standing Displays only went up to 4 pegs. This week I fixed that discrepancy, and added Standing Displays with 6 and 8 pegs.



Dedicated server on Steam - Felipe

Right after we got the Logic World game uploaded to Steam, I started working on also uploading the dedicated server. This will allow you to run a dedicated server on any platform directly from Steam, or also with the SteamCMD utility.



Movement Settings - Jimmy

I added some settings that let you customize how your player moves!
[previewyoutube][/previewyoutube]

Literally Hundreds of Bugs - Jimmy

In preparation for beta testing, I spent most of this week fixing bugs -- literally hundreds of them. For a while I’ve had a bad habit of ignoring bugs and thinking “oh, I’ll get to that later.” But this week I really sat down to grind out fixes; I wanted our beta testers to have the best possible experience when they played the game for the first time.

Of course, when they did play the game, they immediately found hundreds more bugs. So it was back to grinding.

Slowly but surely, Logic World is becoming a stable and bug-free product. With the help of our testers, I am confident that Logic World v1.0 will not be a terrible buggy mess :)

Mac OS Finished - Jimmy
Last week, I showed that I’d gotten Logic World working on Mac OS. I showed a screenshot of the main menu, but there were still many issues with the game. You couldn’t actually play the game; mouse input was frozen and no 3D geometry was rendered, among other issues. This week, I’ve fixed them all up, and there are (probably) no longer any Mac-only bugs! Just bugs that exist on Mac and also everywhere else.



Biiiiig shoutout to my friend Keaghan, who happily lent me his macbook for a week longer than he thought he was going to :)

Unity 2019.3 - Jimmy and Felipe

This week we upgraded Logic World from Unity 2019.2 to 2019.3. We did so initially in an attempt to fix a major bug (it didn’t work and we fixed it a different way), but it’s good anyways to be on the latest version.

Performance in 2019.3 has been noticeably increased, both in the editor and in compiled games. Logic World itself is faster now, but it’s also faster for us to work on.

There are a few more features of 2019.3 that we want to take advantage of in Logic World. You should be seeing those next week :)

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We'll keep releasing these weekly updates right up until the game comes out. To make sure you don't miss them, you can sign up for our newsletter or join the official Discord, and of course you can wishlist and follow the game right here on Steam.

See you next Wednesday!

View this post on logicworld​.net. More Logic World Wednesdays

https://store.steampowered.com/app/1054340/Logic_World/

Logic World Wednesdays: The Long Edition

Audio Overhaul - Jimmy

I’ve worked on a number of things related to audio this week. Logic World sounds better than ever.

[h3]Output Groups[/h3]
Sound effects are now divided into subcategories, and you can adjust the volume of these individually.



[h3]Music Component Spatial Audio[/h3]
Singers and Drums are unlike other sound effects in the game in that the sounds are generated at runtime. Previously, their sounds would always play at full volume no matter where you were in the world relative to the component. But this week I’ve figured out how to hook these generated sound effects into Unity’s spatial audio system.

Music Components will now play at full volume in both speakers until you are 50 meters away from them. From 50 meters until 100 meters, their volume will gradually fade to zero. Within this range, the sound will also become progressively “spread”; it will play more in your left speaker if the sound is coming from the left, and more from the right speaker if the sound is coming from the right.

These changes really make music components feel like part of the world. The full volume range is still large enough that you can build big music contraptions that play at full volume, but they’re no longer able to teleport sound to your ears from hundreds of meters away.

[h3]Music Player[/h3]
I’ve been working on the code that plays the music from Markku’s beautiful soundtrack. The music is streamed from disk; not only does this give you easy access to the music files if you want to play them outside of the game, but it allows mods to easily add music to the soundtrack.

I’ve also added an option called “Music Components Stop Game Music”, which is on by default. With this option on, a Singer or a Drum playing a note will cause the game music to quickly fade out if it’s playing. This way, your music contraptions won’t be blocked out by the game music.

RSS - Felipe

Back in August of last year I was working on the posts backend for logicworld.net I decided to implement an RSS feed endpoint, however I completely forgot about it until a couple days ago, so here it is! You can, for example, get the feed for the “Development Updates” forum at https://logicworld.net/Forum/1/rss.xml, and this is how it looks like:



You can import this feed into services like `Feeder` to get something like this:



Cloud Build & Deploy Completed - Felipe

This week I’ve finished our continuous integration system, which now also builds the server and uploads the whole game to Steam on all 3 platforms!

This is how the pipeline looks now:



As you can see, the build times for the Unity project have been significantly improved since last week, thanks to caching generated Unity files that are reused between builds.

And yes, the game is officially on Steam, including a separate package for the dedicated server!



Load game directly into save - Jimmy

I added some properties in settings.succ that let you load directly into a save file when the game starts, rather than having to go through the main menu.



This makes our lives easier when testing stuff, but hopefully it’s also a convenience to you :)

Server Features - Jimmy

This week I added a whole bunch of features to the server, most of them related to security/permissions.

[h3]Whitelist[/h3]
Servers can now have a whitelist of players who are allowed to connect.

[h3]Banlist[/h3]
Servers can now ban players and IP addresses from connecting.

[h3]Password Protection[/h3]
Servers can now require a password to connect. Passwords are only sent over the network after being hashed with SHA-256.

[h3]Admins[/h3]
Servers can now have a list of players who are admins. Admins can run commands on the server, and they will be sent the server’s console output, viewable in the client debug console.
When you run an integrated server for a singleplayer game, you automatically have admin permissions.

[h3]Max players per server[/h3]
Servers can now have a maximum number of players connected to them. If someone tries to connect to a full server, that connection will be denied.

[h3]Pause empty servers[/h3]
Servers now have an option (enabled by default) to pause the simulation when there are no players connected. Servers will also no longer save the game or make automatic backups when there are no players connected -- nobody is changing the world, so saving or backing up would be redundant.

Information Screens - Jimmy

I’ve added some screens that tell the player important information about what happened to their game. First is the [h3]error screen[/h3], which lets the player know if there’s an error on startup or while loading a save. Next is the [h3]disconnection screen[/h3], which lets the player know if they’ve been unexpectedly disconnected from the server.



Mac OS - Jimmy

I’ve been fixing up the Mac OS version of Logic World! There’s still some work left to do, but here’s a picture of the game running on mac:



Shoutout to my friend Keaghan for lending me his macbook!

Linux - Felipe

I made it work on linux lol



Next week, I intend to make a bunch of VMs with different Linux distros, so that we can test on as many configurations as possible.


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We'll keep releasing these weekly updates right up until the game comes out. To make sure you don't miss them, you can sign up for our newsletter or join the official Discord, and of course you can wishlist and follow the game right here on Steam.

See you next Wednesday!

View this post on logicworld​.net. More Logic World Wednesdays

https://store.steampowered.com/app/1054340/Logic_World/

Logic World Wednesdays: The Cloudy Edition

Hello and welcome back to Logic World Wednesdays! In case you missed it, this week we announced Logic World’s release date: March 13, 2020.



We’ve got a big Wednesday for you today, so let’s get started!

[h2]As We Change - Markku[/h2]
Hello again, everyone! Thank you for your comments on my piece Endless Curiosity. I really appreciate the feedback. Today I'm happy to share another sample from the soundtrack. This one is from As We Change, a piece about the ebb and flow of learning new things. I look forward to sharing more of the soundtrack in future Wednesdays, and I look forward to chatting with you on Discord!

[previewyoutube][/previewyoutube]

[h2]Actual Clouds - Jimmy[/h2]
This week I have been giving some love to the skies of Logic World.



This is still very much a work in progress. You’ll be seeing more gorgeous skies in future Wednesdays :)

[h2]Fake Internet Clouds - Felipe[/h2]
This week I’ve been working on setting up an automated CI service. This service will automatically build (and optionally publish) the game in the cloud, which is super easy and convenient for us.

This is a picture of a successful build:



We are using SemaphoreCI as our CI provider. As you can see, we are currently building for Linux and Windows, with MacOS coming soon.

This is an overview of the stuff that happens during a build for a single platform:
  1. Dependencies are built (LogicAPI projects, as well as Lidgren, our networking library).
  2. The Linux version of Unity is installed, as well as the Windows playback engine
  3. Unity is launched, which runs the build itself for the corresponding platform.
  4. The GameData folder -- which contains the base game data like components, languages, etc -- is copied over to the build result.
  5. The integrated server is also built and copied to be bundled with the game.
  6. The resulting build is compressed and optionally uploaded.

(Note: steps 4 and 5 are not yet implemented)

We’re going to start beta testing very very soon, and during beta testing we’ll be building and deploying the game several times per day. So it’s important that this complex task is automated for us.

[h2]Website Error Handling - Felipe[/h2]
Our website, logicworld.net, has had some issues in the past, like comments being duplicated and posts not working. More often than not the hardest part about solving these problems was identifying what parts of the site were causing the problem, which required digging into the logs to find out the exact message and stack trace.

This is the main reason I decided to implement an error logging system, which will gracefully detect and notify the user about any failed requests that have been executed, as well as helping us identify the errored request through the use of a request ID.



[h2]Game Flow - Jimmy[/h2]
Thanks to Felipe’s excellent work on the integrated server (you can read more here), this week I’ve been tightening up the flow of the game between macrostates. We can now connect to an external server, then disconnect, then connect to a local server (singleplayer game). Furthermore, I’ve added loading screens and an error screen -- though neither is particularly pretty right now, so I’ll show those off when they are :)

I’ve also added the ability for you to run commands on an integrated server. Everything is now seamless; we’ve fully merged the client and server software into one smooth and sexy game. Of course, the standalone server software will still be available for those who want to run dedicated servers.

[h2]Hotbar Shortcuts - Jimmy[/h2]
I added some hotkeys for managing your hotbar!

[previewyoutube][/previewyoutube]

With these hotkeys, I’m opening the selection menu less than half as much as I used to when I play the game. Once you get used to them, they’re a real time saver.

---------------------------------------------

We'll keep releasing these weekly updates right up until the game comes out. To make sure you don't miss them, you can sign up for our newsletter or join the official Discord, and of course you can wishlist and follow the game right here on Steam.

See you next Wednesday!

View this post on logicworld​.net. More Logic World Wednesdays

https://store.steampowered.com/app/1054340/Logic_World/

Logic World release date announced: March 13, 2020

We have a release date! Logic World will be in your hands on Friday, March 13, 2020.

It's been an incredible journey to get to this point, and we are absolutely pumped to polish off this game and get it into your hands. Thank you, so much, for following and supporting us along the way.



For more details, and for information on pricing, see our blog post here: https://logicworld.net/Post/113

https://store.steampowered.com/app/1054340/Logic_World/