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DEV STATUS UPDATE Q4/19

So another year goes by - just like that.

Remember my lengthy Summer 2018 update? Sure you do.

For the past year, in between working to re-launch and bring Alganon back online, working on the UE4 port for Line Of Defense, dealing with some RL issues etc, I have also been working on the next MAJOR UCTLC build.

Since the last build release, so much has changed between the official (3.00.19) and PTB (3.00.20) versions that merging the two and releasing a single build, will be a version with a LOT of broken things in it.

And I don't want to keep having to maintain two branches.

So I decided to hold off until I had completed some critical code which I've been working on, while also replacing old content with new (some of which you have seen in the PTB versions). Once that's fully completed, I can then deprecate both the current public and test builds in favor of a new unified build, then continue with smaller updates going forward.

I know that it has been awhile since the last version, but it's for good reason. Development isn't always glorious and there's so much legacy code that I'm removing and/or replacing that I broke so many things it's not even funny. But the end result is that not only is it for the better, but it also provides a pathway to a future multiplayer DLC which (if you have been reading my posts) I am hoping to make once this DLC is released.

The development of this 3.0x engine kernel used in UCTLC is the last game of its kind that I will be developing. In fact, it's why I opted to use the DLC route to not only improve on key aspects of the Universal Combat IP, but also - hopefully - add multiplayer via another DLC at some point down the road.

It's going to be awhile before it's completed, but I think that you the fans will agree that it will be worth the wait.

Thanks for being patient.