We're back with another edition of Dev Blog. It's been a little while but we've had a number of exciting announcements in the mean time, so what's been happening.
DukeofRealms announced the Council of Intergalactic Representatives, a player council elected by the community that would act as a funnel for communication between the community and us here at Schine. This is something we've been working on for a couple months now, getting everything written up and how it will work all sorted out, and it's exciting to be able to be close to launching it. Now does this mean we will be frequenting the forums less? No. Does this mean we will be posting less news? Unlikely. We're starting this so that we have a bunch of community representatives that can work with the community to bring forward the big ideas and issues, and to be able to then distribute information from us back to the community.
Now we opened up discussion with the community on what they thought the application questions should be for applying to join the council, and we've just finished going through them and compiling the questions that will be asked. Applications will be posted in the application section of the council forums if they are approved by the moderation team that they can apply, after which the voting will happen. So we're definitely not far off having our first council coming together.
The start of March also saw the release of a lot of optimizations and balance changes. We also saw some fixes for that update a couple days later after public testing. Schema has been working hard with the guys to optimize a lot of the game, with a massive increase in the performance of both graphics and network. These updates also saw the addition of custom starter gear and the beginning of forcefields.
For those who play on the Dev Builds you may have noticed the addition of the new chat system. The new chat system is incredible. Schema has slaved away to build a brand new chat system from the ground up and it has a tonne of exciting new features built into it. Have a look and explore and we'll no doubt do the full run-through of all the bells and whistles once it comes into full release.
Since the performance updates are rounding up for this cycle, that means exciting news for you all as it means more features, features, features. Gotta catch them all. Namely, rail system.
Rail system is something we've been working on now since November/December last year. There's a lot of work conceptualizing exactly how a brand new mechanic will be integrated into the game. Our key thing is to ensure that it works with not only existing systems in the game, but that it is almost like a framework, allowing the players to create what they want to create with it. Initially many of our players were suggesting changes to plexlifters, or to build specific components to make a specific use work; but we wanted to make a system where you had the most options with the least amount of new blocks. Building that system takes time. In fact even getting your head around how that system would work takes time. And we've had to consider how players would be using it once implemented, to see what we're missing to actually make it work. So you may find some components of the game get a bit of an overhaul to better fit with our larger plans, and these overhauls need to happen to enable rails to work. Also, by the way, rails is a working title, they're not actually rails.
Finally as we head towards feature town, departing from performance pier, let's have a bit of a Q&A time. SO post your questions here and if someone from the community knows the answer they'll respond, otherwise the Schine team will do their best to answer them all in the next Dev Blog.
Until next time.
- Bench