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Upcoming Server / Game Downtime

SERVER/GAME DOWNTIME NEXT WEEK



Hey folks, we want to give everyone a quick update as we get ready for early access in a couple of weeks. We've run into a big limitation in trying to perform an upgrade on our back end system, while trying to get it to straddle our legacy system and the new and improved system.

The tldr; is that we're going to retire the Project Genesis: Corvus build early, and we'll have some "dead air" as we work hard to get an interim build (with lots of new features...and probably lots of bugs) up and running for you.

THE UPGRADE
As most of you know, we've been working hard to get our progression system in and leveling up our stats system so that we can start rolling out playbalancing (and activate our Ace Pilot program).

We thought we could have the old system live happily along side our new system, but that was just not possible. So we're going to bite the bullet and perform the transition from Corvus to an interim build ASAP before we launch in early access.

THE IMPACT
There are several areas that you'll likely be affected if you're attempting to get into Project Genesis:
1. Corvus will be retired which means there won't be a production build to play for a number of days next week
2. The interim build won't go through the same level of testing we and the Test Pilots like to perform before releasing a production build to everyone - so expect lots of bugs! The good news is, this latest build should also fix a ton of bugs reported on Corvus
3. This might affect our Early Access date if things go less than harmoniously (it's gamedev so we've come to expect the unexpected)

WHAT'S NEXT
We're going to jam over the weekend to try to make the downtime as minimal as possible. We'll get as much testing in as we can before pushing the interim build live.

After we get everyone back on their feet, we'll have a new improved experience for everyone.:fingers_crossed:

Thanks for your patience!

Access Open, Servers Live!

Corvus and Cassiopeia - Getting in on the Action Before Early Access


[h3]Project Genesis is our answer to the question: What happens when you take the visceral close quarters FPS battles of a game like Halo and mash it up with the free-look flight model of a game like Dreadnought?[/h3]

[h2]Project Genesis Pre-Alpha[/h2]
On Friday, March 20th the 8 Circuit Studios team will provide a limited window for new players to get into the Project Genesis playtests for free on Steam (currently for Windows 7 and higher only). If you love being a part of the action before everyone else, or if you want to discover what it’s like to play a space game fusing both visceral ship to ship combat and close quarters FPS fire-fights, then Project Genesis might be the game for you. Sign-up instructions to get your free Steam key are outlined below.

(Disclaimer: We believe we’ve acquired enough Steam keys for everyone, but supplies are limited, so allocations will occur on a first-come first-served basis.)

[h2]What is Project Genesis?[/h2]
Project Genesis is our answer to the question: What happens when the visceral close-quarters FPS battles of a game like Halo are mashed up with the free-look flight model of a space combat game like Dreadnought? Add some risky and courageous breach and boarding capabilities to infiltrate valued capital ships…and you’ve got a style of game that we think breathes new life into both FPS and space combat genres.



[h2]More Than a Game —We’re also a Community[/h2]
For those who are new to the community, Project Genesis has been in development in its current form (a team based first person shooter in space) for almost two years now. We’re a team who is building a genre bending experience for fans of fast paced sci-fi games, and for those who like to watch “how the sausage is made” indie-dev style.

We’re interested in having our community do more than just watch development in progress. Up to this point, select members of the community have been given exclusive access to participate in our closed playtests. These closed playtests they have been instrumental in getting us to where we are today.

If you’d like to see where the bulk of the conversation is happening, and would like to start participating in guiding how we’re developing Project Genesis, head on over to our Discord to see how we’re using the “open development” model of production to act on community input.

This is a special time for the team, the community, and new community members. Closed playtest exclusivity is being lifted during the next several weeks, so now is your chance to play what the team and the community have been iterating on.

[h2]Cassiopeia[/h2]
On January 17th, 2020, the team released the Cassiopeia playtest build to our sanctioned playtesters. This build was intended to dramatically improve upon the core gameplay systems and the core game loop that would eventually become the “Detonation” game mode. We also intended Cassiopeia to be the milestone where we got the project out of “refactor purgatory” from the previous Babylon build. Cassiopeia was going to be the launchpad from which we started building production-ready capabilities to achieve our long term plans of becoming a free-to-play live game.

[h3]Unfortunately, we dramatically missed the mark.[/h3]
In game development, there’s always curveballs. In our case, after some significant internal auditing to determine how production ready we were, we discovered we needed to invest heavily on our backend and data management system at all levels: data storage, data handling, and game servers…and how the game client leveraged those systems. In indie game development, one advantage is the ability to move quickly and dynamically — and as a start up, the real power lies in the ability to be decisive and make bold moves to ensure forward progress.

In this case, we first decided to break the Cassiopeia milestone into two distinct milestones: Cassiopeia and Corvus. Cassiopeia would focus on gameplay focused while also spending time on additional refactoring. The new Corvus milestone would be focused on leveling up our client-server infrastructure and implementing advanced gameplay. We would also restructure the team to play to our respective strengths, and add a very skilled and talented developer to help bridge the gap between game client and our backend system.

While the newly coalesced server team focused on infrastructure, the rest of the product team could then direct their attention to important gameplay features.

[h2]In-Game Communication[/h2]
Up until Cassiopeia, the community has primarily relied on Discord to facilitate communications, but not everyone uses the Discord channels during playtest sessions. As the community became more competent and competitive, the game sessions became more intense…which means we needed a way for everyone to be able to chat with their own teams to coordinate tactics and strategy. This resulted in the introduction of text chat.

As a stretch goal, we wanted to implement voice chat. These kinds of features are often fraught with difficult implementation challenges, including unexpected bugs that must be addressed before production release. Surprisingly, Matt B. was able to get us up and running with voice chat extremely quickly with very few issues encountered.

[h2]New Weapons and Grenades[/h2]
A lot of game development is setting up a content pipeline so that your team can add new versions of in-game items as the game evolves. As gameplay advances, so too must weaponry — and at this point in the product life-cycle, we needed to develop weapons classes for both firearms and grenades (also known as throwables).



With the inclusion of grenades, we improved the tactical nature of our FPS gameplay. Grenades have greatly aided in “flushing out” die hard defenders by softening them up before aggressively clearing rooms. They also add an element of defensive capability when performing fallback maneuvers during re-positioning tactics.

[h2]Player XP and Levels[/h2]
Cassiopeia‘s core gameplay tightened up with a design pass on battle craft movement and new weapons. However, this wasn’t enough to ensure extended engagement. We also wanted to implement the core feature set on player progression — which was only really available at an abstract level on the Project Genesis website leaderboards. With the addition of XP allocation, and associated level progression, the feeling of forward momentum was beginning to take shape.

[h2]Bug Fixes and Other Features[/h2]
As always, each playtest build contains hundreds of bug fixes (with much thanks to our veteran Test Pilots and playtesters for their consistent submissions) and a bevy of features often listed in more detail in our release notes (found on Steam or in the game’s UI menu).

[h2]Corvus[/h2]


In Corvus, our milestone objectives are to materially improve core gameplay by introducing avatar classes, new weapons, provide production-ready stats tracking and server capabilities, and add a new game mode to the mix: Dominion.

[h2]Avatar Classes[/h2]


Corvus is where we get our first opportunity to introduce character classes. Starting with the “ops” (or support) we have the Hacker: nimble, fast, and precise.

The second class is our assault or damage per second (DPS) unit the Technomancer avatar. The Technomancer is the workhorse of the three classes and is built for aggressive and tactical play.

Rounding out the initial three classes is the Tank avatar. The Tank is the quintessential bullet sponge. Built heavy and resilient, the Tank moves with plodding methodical purpose.

[h2]Light Machine Gun[/h2]


Introducing the light machine gun, this weapon is designed to slam slugs out at a steady and consistent pace to maximize damage while minimizing spray and pray. This weapon is favored by mid size avatar chassis like the Technomancer or heavier models like the Tank.

[h2]Grenade Classes[/h2]


Much like we did in Cassiopeia for weapons, in Corvus we created a class system for throwables. There are three classes of grenades present in the Corvus build: fragmentation, incendiary, and electromagnetic pulse (EMP). Fragmentation grenades are designed for timed detonation to inflict maximum concussive damage with an area effect. Incendiary grenades, are designed to create a lingering thermoreactive emission upon contact, and if an avatar interacts with the reaction they will continue to receive damage over time (until the effect dissipates). EMP pulse grenades confound the onboard cognitive and visual systems of the avatar, and make visual acuity impossible until an avatar’s synthetic sense systems can re-normalize.

[h2]Dominion Game Mode and Turrets![/h2]


Bioxide (Lead Gameplay Designer and Core Engineer) and Mark N. (Art Director and Environment Artist) have performed a rapid prototyping loop for a new game mode called Dominion. In Dominion, a domination style game, players attempt to occupy key objective locations to gain points for the time any given location is occupied. Based on community and team feedback, as well as intuitive design sensibilities, Bioxide wanted to develop an asymmetrical game mode to encourage a game experience that ensures intense back and forth play.



Dominion introduces an array of new game mechanics. Ranging from conquering and defending captured territory, to using powerful external avatar-controlled turrets to knock ships out of the sky (an example of FPS to space combat). In this mode, there are also new objectives for battle craft to engage with (based on the feedback from the elements in the community that prefer space combat engagements), so the players’ landscape of choices has increased greatly. While this game mode is brand new, it has become a fast hit with the team and the community. We’re very interested to get more people playing to see how everyone feels about it.

[h2]User Interface Overhaul[/h2]


One of the most significant changes between Cassiopeia and Corvus is an extensive rework of our entire user interface system, and how we allow players to select and customize their battle craft and avatars. The beautiful and elegant design by Patrick B. is as intuitive as it is innovative. The battle craft and avatars are paired units and the player can now select various combinations of ships and avatars, with their respective loadouts, depending on their preferred style of play. This will add another layer of choices for the player to consider as they begin to master the nuances of the game.



[h2]Website, Search, and Player Profile Update[/h2]


As a part of our Corvus launch, we’ve completely revamped and updated our websites for both Project Genesis, and 8 Circuit Studios. Since we’ve added new backend capabilities, we have improved the functionality in the Player Profile, and also added a new search function on www.projectgenesis.com so that you can see which of your friends has joined the fray.

[h2]Backend Upgrade and Stats Tracking[/h2]
Saving one of the biggest development projects for last, our architectural engineers Jim J., Matt B., and Anatoliy G. have done a tremendous amount of heavy lifting to finalize our key capabilities for end to end data management and game client-server functionality. This is one of those systems that touches every aspect of Project Genesis, and allows the team to begin advanced progression, recording game session stats (crucial for playbalancing and reporting back to players their favorite stats), and our in-game economy.

Dorado: Steam Early Access

[h3]Everyone who has made it into the Corvus pre-alpha free playtest window, and received a Steam key, will be allowed to continue playing even after we release on Steam.[/h3]
On April 24th, 2020 the team is going to release Project Genesis on Steam Early Access at a starting price of $29.99. This is 8 Circuit Studios’ first title to release on Steam and at this point in product development we haven’t yet made it to the halfway point! The Corvus build is going to be instrumental in ensuring that we have something exciting for those who wish to support us in taking Project Genesis to the next level.

Everyone who has made it into the Corvus pre-alpha free playtest window, and received a Steam key, will be allowed to continue playing even after we release on Steam. So if you would like to help us make the best possible gaming experience before we release on Steam Early Access, we hope you’ll sign up and start playing today.

[h2]Pilot Program[/h2]
Additionally, if you’re interested in providing consistent and detailed feedback, creating content, play-balancing via competitive play, or helping us moderate and promote Project Genesis, you can apply to be a part of our elite Pilot Program. This program allows you to have access to frequent test builds. You will be recognized for being accepted to your respective program(s) of choice by special color designation in Discord, and by being allocated a permanent badge that you can display in-game, on leaderboards, and in your player profile.

If you’d like more details on the Pilot Program, check out our other Medium article here.

[h2]Project Management[/h2]


And finally, if you’re ever looking for details on the roadmap for Project Genesis, Producer Terry H. regularly keeps our Trello Board up to date. Here you can review the details of what features are currently “triaged” for adoption in the latest build.

After making it this far, we hope that you are still interested in participating in the Project Genesis pre-alpha Corvus playtest. Head on over to our Discord to join the conversation, or sign up on www.projectgenesis.com to get your free Steam key while supplies last.

Project Genesis: Babylon Update

Babylon Playtest Build

Welcome to the Babylon playtest build! Up until recently, we’ve attempted to follow the traditional game development model and use a numbering convention to highlight specific builds. However, the team felt it was confusing any time a major build was released to our community, and now that we’re starting to gain momentum with our Pilot Program, it makes more sense for us to use an easier kind of naming convention. So…welcome to Project Genesis: Upgrades X4 — Babylon.

For this release we are focusing on three major areas of feature development:
  1. Community-Based Feedback
  2. New Features
  3. Build Stability and Production Grade Code
Community Feedback

There has been a fantastic amount of high quality feedback provided by you all. Whether you’re discussing play balance in Discord, creating wish-lists for features, or are operating as a Test Pilot and filing bugs in Jira, we’re using all this great input to focus our development priorities. We’ve implemented the following systems to address feedback we’ve received via Discord and your responses to the surveys you’ve filled out at the end of the closed playtest sessions. ~60% of the feedback has clustered around two significant areas:

What to do and Where to Go
The largest amount of feedback has oriented around reducing confusion around objectives. This really hampers new players, especially as our veterans go “kinetic” and start the assaults right out of the warp gates. However, we’ve improved the objective system by fixing the bug where all objectives show (including the opponent’s objectives on your capital ship) as well as including range finding as a part of the first person shooter HUD once you’ve performed the breach and board maneuver.

What is Happening and Who is Doing it
In addition to helping players know what objective they should be focusing on, we’ve also implemented an extensive notification and HUD system. This system now reports to your team which objective your opponent has completed with both visual and audio updates.

Local Warp Field
We’ve also added a new “local warp” capability to the ships, so that they can safely escape back to a non-conflict area. This warp capability should help improve the readability of “transference events” — ie. when a piloted ship is attempting to complete a defensive maneuver and transferring awareness back home to defend the capital ship base.

These tactical maneuvers are a key part of Project Genesis FPS to space combat gameplay. They allow players to quickly re-position themselves to key locations on the battlefield so that they can better respond and react to opponent tactics or their team’s needs.


New Features
User Interface One of the most significant additions to Project Genesis, is our new user interface. This system will see some significant changes over time, but we’ve built the core foundation that should help users navigate the world of Project Genesis quickly to get in and jump into the fight.

New Character: Technomancer
Our latest character model introduced into Project Genesis is called the Technomancer. This avatar was the second character under development after the Hacker.

Lore alert: Having shifted close to neo-mania, this particular model rides on the edge of sanity, preferring to incorporate concepts and techniques that are not tested or rigorously applied. This sort of cognitive exploration and adoption influences its asymmetrical look as it leans into novelty over stability.

Under the hood: this avatar was used to help us take another pass at our rigging and animation system in a more standard and inter-operable way. This should allow us to add characters more quickly as well as easily attach weapons and FX to the skeletons.


Production-Grade Code

One of the biggest areas that we’ve invested efforts into is our game infrastructure. For the Andromeda build, the infrastructure investment oriented our ability to get feedback from you, and get the build into your hands (either the bleeding edge Test Pilot builds, or the exclusive playtest builds).

In the case of Babylon, we moved the last of our prototype configurations into a more robust system. For those who are building in Unreal, this means that we moved the final portions of our core game mechanic Blueprints into code in a process called “refactoring”. This will drastically improve stability, and extensibility, and our ability to iterate quickly on the key system that allows us to let players transition from 3rd person space combat to first person skirmishes. The areas affected are: FPS, 3P space combat, ship/avatar configurations (big hangar update), and weapons.


Babylon

With all of these significant upgrades, we move Project Genesis into the next phase of development: feedback implementation. This counts for both meanings of the word: 1.) giving in-game feedback to the player via a new notification and objective system and 2.) prioritizing and incorporating feedback from the community.

Our Test Pilots are actively hitting the insider’s builds, the Pioneers are creating some exceptional content, the Ambassadors are helping our growing community, and our playtesters are starting to become positively lethal Pilots. Now that our fundamental distribution apparatus is complete, and we’ve moved into production-grade development, things are about to start moving quickly.

Onward and upward!

New Trello Update: August 28, 2019

Hello folks!

Just a quick announcement that Terry got a chance to update our Trello with the latest and greatest from our recent team sprints.

https://trello.com/b/7YbYhlij/project-genesis-development

Andromeda Playtest Build Updates


Now that the Game Developers Conference and E3 are behind us, the team has shifted out of “Demo Mode” and is back on track into full Production (we’re playing a little bit loose with our development terminology as we still have elements of the game that are in Pre-Production, but for all intents and purposes, we’re excited to start focusing on core features). Here is a quick overview of the things we’ve been working on to date:
  • Visual updates galore
  • Upgraded movement controls


Visual Effects: Weapons, Shields, and Thrusters

The team has upgraded our visual effects across four important space combat systems: damage states, weapons, shields, and thrusters.

Damage States
To improve the experience of vanquishing your foes, a new damage system has been implemented. This includes adding additional models with stressed elements to indicate what remains after a ship breaks apart. There are also other touches like smoldering metal that add visual flavor and contrast.

Weapons
For weapons, the rail gun, ion repeater, ion disrupter, gatling gun, missiles, flak cannon, and even cluster bombs received a level up in their visual quality. All of these names are currently a placeholder, but we’re using them as descriptors for the time being. Impact visual effects (VFX) for these weapons also received a polish pass.

Shields
Capital ship shields also received a VFX pass. The original shield was really just a semi-transparent mesh that changed color as it took more damage. Now, the system has several visual layers and includes a dynamic local response to indicate to the player where the shield is actually being impacted.

Thrusters
Mark Nicolino built in some basic emissives for the ship engines, which have a great ionic glow for an idle state, but there were no other effects applied to let players know when the ship was cruising or boosting with afterburners.

The community was having difficulty reading when the boosters were firing as the only indication was an energy bar in the HUD. The experience was lackluster and didn’t provide the visceral experience one would expect from powerpacked engines on a weaponized support ship. So we made an effort to improve readability by emphasizing the three different states. We also added some initial kickback in an attempt to really drive home the feeling of high thrust output.

Ship Battle Wear and Tear
Space is a hostile place and space combat ups the ante. The team has implemented the first version of our battle wear system. Mark has taken a pass on wear and tear progression so that a player’s flight and combat hours will cause a gradual degradation of a pristine support ship.


For now, however, players will get a chance to see the most severe form of the battle wear system (minus damage states, which exist but have yet to be included in an external build).

Vessel Movement System

When it comes to controls, Christian has an intuitive sense of how to approach iterating on the feel of gameplay. A competitive FPS and 3rd person combat player, Christian has mentioned that he’s not normally into space games. However, he has given himself the mission of creating a space combat control model that an FPS/3rd person combat player would like to play. This kind of approach is imperative because of the nature of Project Genesis’s breach and board genre mash-up. The transition from 3rd person space combat to FPS on-board firefights can be jarring if not tackled properly.

The movement system is another area where the community has provided great feedback. There are two areas we made changes: inertial momentum and power slide. These changes were made to add flexibility and additional flight control to ship maneuvering. Longer term, these changes set up future design passes to help players in evasion tactics for when they have been locked-on by a fire-and-forget weapon or an especially skilled flight combat opponent.

Inertial Momentum
Inertial momentum loosens up the flight controls to allow for additional angling when turning. We’re transitioning from a more rigid flight control model to let inertia have a greater effect. One of the benefits for this new model is that it provides some relief from getting stuck in the “perpetual circling” that can be quite common in a more arcade-like flight model. This might feel a little uncomfortable at first if you’re used to more responsive controls, but in internal tests, the team adapted to the new model quickly.

Power Slide
The power slide takes inertial momentum a step further. This allows for a more prolonged use of inertial momentum and when coupled with the afterburner boost, really amplifies the ability to juke in quick unpredictable maneuvers.

In Conclusion

It has been longer than the team would have preferred to get a new playtest build into the community’s hands. However, their patience has paid dividends as we now have a sizable amount of infrastructure built to provide frequent Insider’s builds and pave the way towards our future open playtests.

If you like the idea of a space-combat-meets-FPS genre mashup and would like to participate in the Test Pilot Program, join our Discord and sign up today on the www.projectgenesis.com website. You’ll be able to get early insiders builds ahead of the more casual players of Project Genesis.

And finally, if you are interested in some of the more technical infrastructure development the team performed (badges and leaderboards, new “Open Kitchen” development model, and optimizations), we've created a longer article here on our Medium page for you.