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Dev Diary #76

Hey there, fellow ylanders!

In this Dev Diary we're going to discuss one issue that has been with us for a long time - and which we're finally getting rid of. I'm talking about pathfinding.

We are all more than familiar with moments where animals can't get to the player, get stuck in the scene, and more.

While implementing a nicely working pathfinding in games that have static terrain (in other words, one that can't be modified) or that are made out of uniform blocks is quite easy, with worlds that can dynamically change, this is a non-trivial problem. It took us quite long to get it right, but I'm very excited to let you know that the new pathfinding system will be present in the update 0.13.

We will also do some adjustments to how caves and terrains are generated so that everything works as it should, and in return we will get encounters with animals both on the surface and underground.

Now you may be thinking - "well, so animals will be moving around in a better way... and that's it?", but wait, there's MUCH MORE to this.

The calm before the storm, by bb cakes_P1.

For a loooooong time we had plans to improve the gameplay to be more exciting, engaging, rewarding. Our hands were tied because there's not really much you can do when hostile entities can't get where you need them. Having a nicely working pathfinding opens the door to... proper AI. Yes, the pathfinding in 0.13 will be followed by an improved AI, which we believe will be a true game-changer.

With a reliable pathfinding system in place, we have already started working on a new AI system that will benefit not only Explore, but also many games that creators will make. With the ability to make units patrol, guard places, set up how aggressive they are and so on, a whole new gaming experience opens. All this (hopefully released as a part of update 0.14) will be based on the new pathfinding introduced in 0.13, so as you see, it's actually a very big and important step forward.

And speaking of updates - we've learnt our lesson on telling release dates, but I can assure you that for 0.13 you will have to wait much, much less than with 0.12.

And that's it for now. Have a great weekend, ylanders, and stay classy!

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

Now it's time to catch up on your questions!

I love the logic template that we have available. However to improve performance issues, can we have the ability to despawn/remove logics generated from templates?


That is some good feedback - I'll pass it to our programmers!

Additionally, when will we get the option to have manual cinematic cameras? It would he helpful for a game that is fixed to a region and I want to provide a specific perspective.


Yes! Actually we're already working on something that is a prerequisite for this.

Are there any plans for more feminine clothing options like dresses and high heels?


High heels are not currently planned. We are currently doing some tests with more feminine clothing, but the main problem are skirts. Since there is no cloth simulation present, especially skirts are a problem with a lot of character animations.

Could glass blocks be a thing? In all the shapes and sizes we have in other blocks?


We would like to have them as well, but right now there are some performance issues related to them, so they are not supported.

Regarding the friend list, will we also have the option to not appear online?


That is a good point. Probably not when it comes out, but definitely in a later update.

Will we be able to use our (perfectly adequate) Steam friends list?


No. This friend list is not connected with the Steam friends list in any way (we need it to work on much more than just the PC platform).

Will we be able to view other peoples' friendlists?


No, this is not currently planned.

Is the "friendship" going to be approved from both sides (like Facebook) or one sided (follow on a non-secured Instagram account)?


You will be able to offer a friendship to anyone. They may decide to accept or deny. If you get harrassed by anyone this way, you can always block them.

Is there any plan/possibility for the chat to include voice?


Not at this point.

How about global and local/yland chat channel?


There will be several chat channels to use - I think you will find them to your liking (smile)

With all this social stuff gearing up, is there plans for Official Explore servers coming back to use said friends with? With separate PVP and PVE servers? Will we be able to have many clans or sub clans?


Yes. While we still don't have any ETA, we would definitely like to run some official Explore servers.

Do you have plans for 16, 24, 48 player servers?


We do have plans to support more players than the current maximum, but the exact number will depend on the type of game, it won't be a single number available everywhere.

Do you guys plan on making sea voyages more dangerous? Maybe pirates or sea monsters?


Yes, we would really like to do that.

Any news on new costumes? (I still want a demon costume)


We will be bringing many more costumes in the future (demon could definitely be one of them - we would even like players to vote on those (smile)).

Does Ylands plan to ever implement 3D model imports?


Once Ylands 1.0 is released, we would like to address the topic of modding in general - we will have more info at that point.

How about lightning being dangerous if caught outside on a high area?


We really love how the lighting works in Zelda and would like to have something like this, but it is not planned at this moment.

Is there an estimated time for when the water terrain tool will come back?


We want to add better water simulation after version 1.0 is released, but are also discussing releasing some basic Editor tool that would allow simple addition/removal of water in specified areas before that.

I have the idea that I've read somewhere about this friend list coming along with the possibility to share our protection barrier with friends? Anything about it?


Yes, that is still planned. First we'll release the friends list and then we'll keep adding more cool features on top of it.

Will there be an easier way to collaborate with other people on the Editor - maybe even being able to do real time building in the Editor?


This is something we are discussing quite often. It is not something we plan before 1.0 but we would at least like to discuss with you what the possibilities and priorities are in this regard before that.

Update: 02/05/2019

Version: 0.12.2.69650
  • [YLD-16397] Camera is inverted while controlling ships, cars, boats and horses
  • [YLD-16295] Crash to desktop when mining drill is selected in inventory
  • [YLD-16371] If you escape in a password protected game in the MP lobby, you cannot join any game
  • [YLD-16284] [Forum] Cannot deconstruct things in Barrier
  • [YLD-16321] [Multiplayer] Clients are stuck on "Recalling buildings 100%" if they reconnect after wearing a skin of an item
  • [YLD-16198] [Steam Forum] Invert mouse not working
  • [YLD-16418] [Visual Scripting] Editing parameter name problem
  • [YLD-16294] [Visual Scripting] Rotation of impassable barrier stops other scripts

Dev Diary #75

Hey there fellow ylanders,

This week, let's talk about friends with benefits.

In the next update (before you ask: we don't have a fancy name yet, and yes, it's coming soon(tm)) we will be focusing on the social aspects of Ylands, trying to make sure your adventures are a bit less lonely and it's easier to find like minded individuals to explore with.

One of the coolest and most useful tools in your arsenal for this will be the fancy new "friends list" feature, so let's get to know this piece of code a bit better. Disclaimer: Mr. Friends List is still young - and will probably grow / change / surprise us before he is ready to go public - so please take everything here as "work in progress".



First of all, let's see WHY we are adding this feature to the game:


  • We always wanted Ylands to be a highly social game, where you explore, build and play together with others. And while those things are certainly possible even now, we feel there is room for improvement - and that is the main reason for the friends list, to make it easier and faster to find people to play with

  • Amongst other things, the feature will revolutionize the way you communicate with others within the game - gone are the days when you have to use an external solution for this, the friends list will let you chat with whoever and whenever

  • An extension of this will be the more streamlined way of meeting others within the game. Since you'll be able to communicate with any of your friends, regardless of their current activity - you will be able to easily set up a game or jump into an exiting one, even from the main menu - with your friends

  • At the end of the day, this is just a step (an important one) towards making sure you have to spend less time trying to get into a game and more time playing with your friends


Now let's dig into the crunchy details! Within and with the friends list, you'll be able to:
  • search for friends and add them to your friendslist,
  • see if any of your friends are online and what games they are currently playing,
  • (if possible) directly jump into their game,
  • invite them to a game you are currently playing,
  • block people you don't want to receive any messages from
  • create a “clan”, which is a group of players that play with each other often and can have a special group chat window,

Some extra juicy bits for last
  • all invites and requests will be handled through our new notification system
  • within the notification you'll be able to accept or reject any invitation / request
  • the clan feature will be expanded in the future, to make it more robust


So there you have it - a first look at the new friends list feature coming to Ylands. Hopefully you like the direction we are going with this, if yes - let us know how you'll be using it (maybe it will trigger some new ideas), if not - let us know how and what you'd change / add / remove!

That's all folks - for now - stay classy and have a great weekend! 

Dev Diary #74

Hey there fellow ylanders,

If you're reading this, you must be aware by now that on Monday we released the 0.12 Smooth Sailing update. It took longer than we originally planned to, but we hope it was worth the wait :) It did introduce a few issues, especially with the crafting panel, that we addressed yesterday in a hotfix (along with other fixes). If you missed that, make sure to check the changelog here. We're also aware of the issues some of you are having when connecting to the servers - we'll update you on that next week, when we know more.

Overall it seems that you guys like the new User Interface. In any case, in the following weeks we'll talk in detail about what we plan to change about the Game User Interface, because there are a lot of things that we didn't manage to get in time for this update. So if you have any comments/thoughts on this, this is the time (sonrisa)

Special mention to HAL, who made it into the video Dev Diary!

According to the University of Massachusetts, I mean... a Twitter poll, the changes made to the ships have been highly welcomed. Seems like it indeed was a smooth sailing in that regard!



The new in-game sounds have also received quite a bit of praise, we'll make sure to pass that info to the audio departm... guy :D

There are some mixed feelings when it comes to the camera - some of you appreciate the smoothness when the character is in tight spaces, others have pointed out that the camera being centered to the vehicles instead of the character doesn't feel right. We'll take that info into account!

We swear we haven't paid Charley to change his mind about the game! :D

Although not strictly connected to this update, we did receive some negative feedback regarding the placement of dirt - a few players are having issues filling holes or removing dirt from the air. Any thoughts on this?

There were also a couple of mentions to the fact that the cursor dot is gone in the 3rd person view. What do you guys think? Yay or nay?

That hurt, Chris!

And, of course, I think I'm not mistaken when I say the new additions and changes that our Editor wizard Houp brought to the table have been very appreciated :)
I'm missing the Xbox one for a combo!

Anyway, we'd like to thank everyone who took the time to comment and provide their feedback, you make our day! :)

But since there's never enough feedback, we encourage you to share your thoughts in this thread there. Or even suggestions for future updates. Or anything, really.

That’s it for today. Have a great Easter weekend, ylanders, and as always - stay classy!

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

Now for this week's questions!

Which update will include the Editor items in game? 1.0? Or before then.


If what you mean are items that can't be crafted and are available only in the Editor - we are not planning to put them in the game in the foreseeable future. If there are any you feel should be craftable in the game, please let us know in the comments below and let's discuss it (sonrisa). Thanks!

No longer able to transfer directly from a container in inventory to a chest. This stops the infinite resource bug (I will miss it but it had to go) but could cause other smaller issues. It now requires the item to go through the main inventory, but what if my main inventory is full? Can't move the item in or out of the container in that case.


I see. We'll look into it.

I have tested the welding and it seems quite efficient, I have noticed that it does not work with vegetation or containers. Will it be possible to unite them in the future?


The welding is just the first iteration and we will definitely improve it further. I believe we will let you know in one of future DD about what plans we have for this feature.

Update: 18/04/2019

Version: 0.12.1.69198
  • [YLD-16189] [Dedicated Server] Players see other players crawling on DS if those joined and died while they were on another island
  • [YLD-16188] [Dedicated Server] Players are unable to trade if they die far away from each other
  • [YLD-16247] [Editor] No navigation birds in Explore like maps
  • [YLD-16231] [Editor] Scene freezes after you close object properties
  • [YLD-16172] [Editor] Optimize: Error in CZ language
  • [YLD-16219] [Forum] Missing translations when opening map
  • [YLD-16203] [Forum] Cannot destroy items from inventory
  • [YLD-16225] [UI] Fixed: the Hints / Send anonymous analytics values toggles were switched. Please check to see if the current setting fits your needs.
  • [YLD-16208] [UI] Pet preview is influenced by light in game
  • [YLD-16207] [UI] Main Menu Role selection always defaults to Team 1 every time you try to change something
  • [YLD-16163] [UI] Craft All option is available for items that can't be in inventory
  • [YLD-16162] [UI] When you search in the creator cube for the second time after you dragged item to hotbar, search bar will respond to key bindings
  • [YLD-15752] [UI] Pressing "Craft all" button when crafting over 100 items freezes the game for a while
  • [YLD-15746] [Visual Scripting] Camera fade in / out script tile does not work
  • [YLD-16212] In the backpack, search for existing items, enter the item name, and the result is blank
  • [YLD-16209] Two identical scene maps showing different particle effects at runtime
  • [YLD-16204] The ship in North Pole is missing a helm, and is in construction mode
  • [YLD-16196] Boats on Buccaneer Bay scenario don't move
  • [YLD-16191] Ylandium lantern doesn't work in game
  • [YLD-16150] Trading with player in combat mode lockes him in it