We have decided to rename our company from Black Carbon to Bit-Shift! We have also scored a new domain bit-shift.io and website. This should be up and running in a few weeks as we fit around study and work.
Just a quick one, we have released a hot fix for version 0.2, build 1797.
We have disabled most of the water shader as there are still some issues with Godot we are waiting to be fixed which has caused some random problems with water. And we simply have removed the water from New Zealand for now as it has its own special problem. Also note that you should delete the project.godot file in your Trains And Things directory, this is a new issue we found over the weekend which causes the game to display the incorrect version number and will stop you being able to join other plays if there is a version mismatch. Finally, we have added in some log supplies into New Zealand map as this resource "chain" was incomplete.
In our last blog we said:
We have decided to halt development until Godot 3.1 is released, as
there are two critical issues we require that [we] are expecting: LOD, and Multiplayer Timeout settings.
We expected Godot 3.1 to include fixes for both of these issues, however they have been pushed back to Godot 4.0 which probably won't be out this year.
Now that we have had a break I want to get Trains & Things into some sort of ship-able product. It is 80% done so why not put in some effort and get it out there?
Finally, in talking with the team, we have decided to get back on the tracks and work around the missing Godot features, and we have put together a little list of the things we want to do before we consider shipping:
1) Performance improvements
2) Polish up a set of maps
3) Deal with some pain points
It sounds so simple! In fact the biggest problem we are facing is a lack of time - which a successful Kickstarter would have provided. Instead all w…
Welcome back to this months blog! Now that E3 is over and done for, we can have a break from the hype train! There have been many little bugs vanquished this month. The programming has focused on fixes covering the following areas: RSS is working againThread pool causing the game lock up on quitPerformance - level of detail for terrain and shaders Backend scripts - an on going sagamod.io integration for mods
Mapping on the frontier
On the mapping front, we decided we should take the plunge and work on a new giant sized map. Our decision for this was to push the engine and tools to the limit of what we want to be able to do in the game. And from there we can easily scale down the map, test the tool pipeline, and test for areas that need performance improvement.
What did we find?! Well, we found a few issues. First our new terrain pipline is working very smooth and is much quicker. Next we found performance lacking, so have started implementing a LOD (Level of Detail) system for the te…