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Go-Go Town! Developer Update – 12th July

Hi all!

Another week in, and another update from me 😊
As promised last week, I’d have some updates for you this week on the following:
  • Further details on the Preview branch
  • Details on what Minor Update 3 will contain
  • An ETA on when Suggestion Pack is expected to hit Preview Branch (and then main game)
  • Updates to our Living Roadmap
[h3]Preview Branch + AI Updates[/h3] ETA: Discord users 16th – 17th
ETA: Steam users ~22nd – 25th

The updates to the AI system are just about done and we are starting to do some internal testing. Based off our testing, this is *really* helping solve the issues that have been reported.

However, we expect there’s still going to be some user experience issues around this (people standing still) without understanding why. The preview branch is going to be fantastic to help us work through these!

We are also putting the finishing touches on the Preview branch. While spinning up a branch isn’t too hard, the reason we are working through this is for a few reasons
  • We want to keep your save intact; should you swap from the ‘game’ branch to the ‘preview branch’ we want to make sure your saves get backed up so you don’t lose your progress or end up with saves being ‘locked’ to this branch so you can’t go back to the normal game branch
  • Save file updates; this means we need to increment your save file data in a way that makes sure if you use the preview branch and then go back to the game branch your saves won’t load in the game branch. As preview branch has its own data, it could create a lot of weird and wonderful issues if you could load it in the main game!
  • Reporting tool; we need to make sure that we are getting details of which branch you are on should you report bugs to us, so we need to get this updated to work with multiple branches.

We’ll be rolling out this branch as an invite only to Discord users next week to confirm that the branching, save backup, and reporting tools are working as expected.

Once we are happy that this is working as expected, we’ll open this up to Steam users and include a post for how to access the Preview Branch on the Discussion Forum.

[h3]Minor Update 3[/h3] ETA: 15th July

This week we have fixed a couple of potential blocker issues, as well as starting some work on optimising some art assets
  • Fixed issue where users can assign a npc to multiple jobs in co-op
  • Fixes for character getting stuck on load
  • Mesh optimisations for all heaviest impacting farm items

If you are still getting a loss of player controls (especially after co-op play) do please let us know! We want to make sure we aren’t losing any issues that need to be solved here.

[h3]Major Update 1 - Player Suggestion Pack[/h3] ETA: Mid-August

As we are just wrapping up Preview Branch and AI updates over the next week, the team (especially the programming team) haven’t had a chance to roll up their sleeves and start digging into this. This means we’ll be looking to start on this the week of 22nd July.

Once the team has a chance to focus on this, we’ll make sure to let you know how it is going, and we’ll be aiming to post some updates (screenshots, videos, etc) so you can follow along with it and see the progress, as it is in progress 😊

[h3]Updates to the Living Roadmap[/h3] ETA: Week of 22nd July

This one has falling by the wayside this past week. This is on me and I’m sorry for this! I was out for a couple of days not feeling well (I am better now) but that means I had a lot of work to catch up on this week and into next week, so I have this marked for week of 22nd July now. (see note below)

I have a bit of time off booked next week, so the next update will come from someone else on the team. It’ll also be less wordy - I know I overshare :D

We will give you an update on the Preview Branch, and we’ll push out a small update once Minor Update 3 is live.

I’ll be back for the update on July 26th, and I’ll make up for lost words by bringing you a juicy update and my hallmark oversharing, hopefully about Major Update 1! -Cheryl