Rapid iterations

In case you haven’t noticed, the past few hours have seen some rapid updates of the game. This is because I’m updating some of the core methods and structures in the game, in preparation for the next major set of updates to the game (mostly related to the social interaction). Unfortunately, doing changes this major tends to break stuff in unexpected ways – and usually in ways that I won’t necessarily see without either a) the test group spending a looong time testing this or b) have a lot of people test it. Since option (a) basically means even more delays, option (b) is the only real option. Which does mean you may find the game a bit more unstable in the coming days/couple of weeks – but I’ll usually be able to find and fix any errors fairly quickly. Shoot me an e-mail if you find any issues that aren’t fixed within a short period of time.

The problem with the social dynamics being introduced into the game (and the reason for some of this work) is that they add a lot of extra processing into an already pretty expansive game world – so a lot of the work right now will be focused on optimizing the processing, so that I can start adding the depth to the game world that I want.

Port attacks are still in development too. Still not entirely happy with it yet, but there is progress.