Dev Update - Foundation for Manufacturing & Backend System Improvements
Happy Monday everyone!
We’ve been working on some very exciting things for Project Existence that we had planned to release before Christmas.
There are two important pillars that define our development philosophy - being open about what is happening (and when we mess up) and having an environment where we can quickly respond to issues and make improvements.
Up until now, we have been making small incremental changes to our systems and pushed them out almost daily. This worked great, although we felt that we were shying away from some of the more complex features because they would be difficult to implement without breaking everything.
So, we decided to do a big content update in the middle of December - but what we didn’t plan for was how we’d grown accustomed to being able to deploy fixes to the game, the server and the backend systems so frequently.
This means that while one part of the team was working on new complex features, the other part was working on improvements to our backend and infrastructure, and in order to deploy the (much needed) fixes, some of the features had to be deployed as well.
And that’s what happened!
We just released an update with a TON of fixes and improvements to our systems, which we’re very happy with. However, the gameplay features that went in are very raw and still being worked on.
Running an MMO is complex but running an unfinished MMO is (probably) even more complex. There are always going to be things that are broken, or things that are half-finished.
Our strength comes from being able to react to the problems, fix them and deploy them to our servers. As we adapt and learn how to organize our workflow, things sometimes don’t go as planned.
Our goal now is to get to a point where we can easily push out fixes and improvements without too much disruption to the players or existing game mechanics.
We still have an update planned for next week with a new map, new features and lots of improvements to manufacturing and crafting!
Read the Patch Notes
Come hang out with us on Discord!
Until next time,
Ólöf
We’ve been working on some very exciting things for Project Existence that we had planned to release before Christmas.
There are two important pillars that define our development philosophy - being open about what is happening (and when we mess up) and having an environment where we can quickly respond to issues and make improvements.
Up until now, we have been making small incremental changes to our systems and pushed them out almost daily. This worked great, although we felt that we were shying away from some of the more complex features because they would be difficult to implement without breaking everything.
So, we decided to do a big content update in the middle of December - but what we didn’t plan for was how we’d grown accustomed to being able to deploy fixes to the game, the server and the backend systems so frequently.
This means that while one part of the team was working on new complex features, the other part was working on improvements to our backend and infrastructure, and in order to deploy the (much needed) fixes, some of the features had to be deployed as well.
And that’s what happened!
We just released an update with a TON of fixes and improvements to our systems, which we’re very happy with. However, the gameplay features that went in are very raw and still being worked on.
Running an MMO is complex but running an unfinished MMO is (probably) even more complex. There are always going to be things that are broken, or things that are half-finished.
Our strength comes from being able to react to the problems, fix them and deploy them to our servers. As we adapt and learn how to organize our workflow, things sometimes don’t go as planned.
Our goal now is to get to a point where we can easily push out fixes and improvements without too much disruption to the players or existing game mechanics.
We still have an update planned for next week with a new map, new features and lots of improvements to manufacturing and crafting!
Read the Patch Notes
Come hang out with us on Discord!
Until next time,
Ólöf