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Dev Diary #299 Navigating the Ylands Release Seas

Ahoy Ylanders!

In this dev diary, we will take a deeper dive into our programming and patch/update release workflows and we'll get a bit more technical, as our programming department shares the ins and outs of the job!

Since we just released the Winter Fest patch and Update 2.2 is on its way, it is a good time to peek behind the scenes at what it even takes for a new release of Ylands to get to you, our dear player!



Each new release contains a multitude of new features requiring new code and data. We toil on them daily, saving (or committing, as the proper lingo would go) our changes to a 'version control system' (VCS). A VCS helps us keep track of project history and lets us recover an old state on the off chance we ever mess up. Importantly, it also allows us to work on multiple versions of the project (called branches) at the same time, with work on one usually not disturbing the others. Daily changes are committed mostly to the trunk version (branch). On a busy day, there can be over a hundred changes made to the trunk.

One part of a programmer's job, on which we spend a great deal of time, is dealing with bugs. A bug is a term used for any issue with the game, whether it comes from bad code or bad data. The development of a long-term project like Ylands is fundamentally about adding or improving new features as well and as fast as possible while minimizing the number of new bugs we accidentally add.

The first line of defense against the insectoid menace is something called 'continuous integration' (CI). CI is a term for a system that automatically integrates and tests changes made to a project. It is important to say that 'integrates and tests' actually means specific things for specific projects. For Ylands it goes like this: several times a day, about every hour or so, a new build of the game is made with the new changes made since the last build (from only a couple to low tens of new changes per build). Before each build, we run set validation procedures that help us automatically check any rules that we can enforce without the need for human oversight. If validation passes, we build a new version of the game. A successful build continues to automated testing, where our in-house automated system simulates player input to run the game through a range of predefined gameplay scenarios to detect any regressions (a feature that worked but does not work anymore after a recent change). Recently, we also introduced multiplayer testing against dedicated servers.

CI, in our case automated building and testing, usually uncovers the most obvious regressions in existing systems. For anything more complex, we rely on our QA team, who know the game inside out. They test new features, to ensure they are the best they can be and also continuously check that our meddling did not break any of the existing stuff.

This process of daily development and CI continues merrily until the release of a new version draws near. We set a date of a 'datalock', usually about a month before release. A datalock comes when all new features should be good and done in the trunk branch and no new changes should really be required, besides the occasional bugfix. In theory at least. On the day of datalock, we copy the trunk version into a new 'release candidate version branch' (RC), so that it is not further disturbed by daily changes. We then proceed to test RC builds rigorously. The RC branch receives only as few changes as possible to avoid introducing any more last-minute issues.

In some cases, the RC build is made public as the Experimental Steam beta branch about two weeks before a release. We closely monitor player feedback and react to any critical issues that might be found. What is super exciting, is that starting with the 2.2 Experimental, it should be even more useful for us, as it will let players continue with their existing progress from the live version of the game (but not carry over experimental progress to live).

Finally, once the day of release is set in stone, we announce a maintenance window. On the day of the release, we flip the button, push the final build of the game live, and do a last round of checks to make sure that everything works. We celebrate, take a breather, and start the whole cycle anew.

And there you have it, Ylanders - the release cycle summarized from the point of view of our programmers.

Is there any topic from the development of Ylands that you would like to hear about? Let us know here or come chat with us on our Discord!

Stay Classy, Ylanders!

2.1.5 Patch - Winter Fest

Highlights


  • Snowball fighting - find stacks of snowballs in Random Encounters and use them in fun battles with your friends!
  • Christmas animals - you can meet new Christmas variants of specific animals on newly discovered ylands and tame them.
  • Toy hunt - Christmas came early and you can already find presents hidden in the world of Ylands. Merry Christmas! 






[h2]New Assets
[/h2]
DISCLAIMER: These assets will be available only during the event. Once you acquire/tame them, you will be able to keep them even after the event ends. 

[h3]New animals[/h3] (exclusively in new maps in Adventure)
Festive Terrorbird
Festive Rhinoceros
Festive Tiger
Festive Bear
Festive Wolverine
Festive Penguin

[h3]New items[/h3]
Toy Teddy Bear
Toy Doll
Toy Robot
Festive Bait
Thrown snowball

[h3]New pet[/h3]
Socky The Shark

[h3]New Achievements[/h3]
Having a Snowball (throwable)
Santa's Little Herder
Santa's Little Hoarder


______________________
FIXES 
Fixed: The player's ship should no longer appear in the middle of the Elmwood outpost.
Fixed: We fixed the problem with the safe in Ember Yland which did not unlock also Distant memory should no longer disable music for players.


ADDITIONS
[YLD-48435] Added Anti Cheat sanitation. Multiplayer will be a safe place again.
[YLD-48791] Added: Editor: Trigger On player created / On player spawned on Spawn point.
Added: Three new Achievements - SANTA'S LITTLE HOARDER, SANTA'S LITTLE HERDER, HAVING A SNOWBALL


CHANGES
Changed: All new festive items can be found in chests in random encounters, happy hunting!


TWEAKED
Tweaked: Resource price for unlocking the Adventure region is reduced.
Tweaked: Some recipes in Adventure were not obtainable, but now you can find them in random encounters.

Dev Diary #298 Big Technology Update Incoming

Ahoy Ylanders!

We are bringing you important updates from our design team this week!

For a while, the issue about discovering new recipes was weighing on us heavily, as the current situation was not optimal. But finally, after many iterations and changes, we bring your the final result!

We are introducing the TECH TREE!



What does it mean? Recipes should no longer be learned by picking up ingredients, but will have to be discovered in the tech tree. This will give you much greater control over your recipe pool and progression in the game. At the same time, many recipes that were previously hard to find or were undiscoverable altogether, will now be found in the tech tree.

How will it work? The main progression through the tree will include combat gear, vehicles and technologies. To unlock those recipes, you will need to provide resources found in the appropriate region. The side progression will be about optional recipes which include decorations like carpets or vases. And for these recipes, you will need not only resources, but also a small amount of Exploration Points. Each bunch of recipes is a so-called node, and all these nodes have dependencies between one another. So for example, to unlock the Junk Ship, you need to have already researched the node for the Primitive Ship etc. The tech tree is divided into 8 categories:

  • Survival
  • Vehicles
  • Combat
  • Manufacturing
  • Decorations
  • Apparel
  • Furniture
  • Building


What's handy is that when you encounter an ingredient that your character does not know a recipe for yet, clicking on it will link you to its location in tech tree. And when you're in the tech tree, to avoid unnecessary clicks, you can go directly to crafting when you click on a recipe in the node.

Another important point to mention is backwards compatibility. If you know all the contents of a node, that node will unlock automatically. And if you only know some but not all the contents, the node will be cheaper than a fully undiscovered one!



To make sure that it all made sense, we also looked into and adjusted the way you receive Exploration Points and recipes from Random Encounters, which, we hope, should be more immersive and make more sense in regard to the specific region and its theme.



What do you think about the first look at our tech tree? We're sure that you have many questions so please drop them in the comments!

That's it for this week! Stay Classy!

Dev Diary #297 Departments in the World of Ylands

Ahoy, Ylanders!



Sometimes you mention that you want more of an insight into the development process and how things are done. Thank you for that suggestion and we are happy to oblige! We agreed with the leads of our teams, or departments to be more precise, that it will be great to lift the curtain of the development process more often. And to get you started, let's take a look at the big picture and see an overview of all the departments the Ylands team has!



Production

How to make sure that the process actually works? How to make sure that everyone does what they need to be doing? Ask production or rather, they will let us know to ask them so we can let you know in some future diaries.



Game Design

Designers are the brain behind the operation. They come up with a vision, a concept, a plan, and then together with other teams, they make that play a reality. Or game reality, if you will.



Programming

From procedural generation of terrain and ylands, to game interface, throwing grenades, shooting from bows, free placing mode and yes, everything else. Programmers are the creators of the fabric of the Ylands universe.



Art and Animation

All the grenades, bows, ylands, terrains and yes, again, everything else needs to have some shapes, colours, and animations. The fabric of the Ylands universe needs to be shaped into the characteristic look of the game.



QA aka Quality Assurance

Then, the fabric's reality also needs to be tested. Otherwise it would be a world full of flying sharks, moving ragdoll bodies, weirdly shaped heads and in many other ways just crawling with bugs. That's where testing and quality assuring comes in.



Marketing & Community Management

And when we want the fabric to be used, we have to communicate it to the people. Which is where marketing comes in. Despite much less actual development happening there, it is still one of the parts that make a whole.



hat's all for today, and feel free to drop your questions for any of the departments into the comments or come have a chat with the developers on our Discord!

Stay Classy!

Dev Diary #296 Winter is coming to Ylands!

[h3]Ahoy Ylanders![/h3]

This winter we have a few gifts for you. As you can read in the last Dev Diary, the next update is going to be quite big, so we made sure to take our time with that one, but don't worry we ain't gonna leave you hangin'! What do we have in store for you? Let's see!



Thanks, Ruth1ess! Maybe not a Christmas update but you can look forward to Ylands Winter Fest! Or as we in C.A.G. like to call it P...P...P...P...P...PARTEYYYYYY!



[h2]Fun Activities and Achievements[/h2]

Explore the world for unique toys and tame festive animals to earn new limited Christmas achievements. There is one more activity that won't be revealed today. Guess what the third achievement will be for. Let us know in the comments!



[h2]Sale and Gifts[/h2]

As every year there will be some Christmas gifts for you. Let us know what you'd like to see on sale in store.

Also, there will be a small treat for anyone to pick up on our Discord. You just need to find it there!



[h2]Discord contests and stream[/h2]

We don't want to spoil all the fun, but you can be sure, that there will be a full Christmas sock of it! You can look forward to opportunities to win some Christmas themed assets. Will it be a pet, a costume or even something completely different? We shall see...



In the meantime, you can get some coyns back if you send us a screenshot or a video of your Scarecrow costume on our Discord into #halloween_payback! So don't forget to check out the current Halloween sale in the shop.

Stay Classy!