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Messages - Jon Shafer

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1
AtG - Developer Updates / August 2016 Update
« on: August 25, 2016, 05:50:42 PM »
Hey all,

First off, apologies for the lengthy absence - I was dealing with some health problems earlier in the year and just as I was getting back to work I broke my ribs and have been recovering from that over the past several weeks. Needless to say, it's been a tough year! As you might have guessed, this will push back the release of AtG a bit, but development on the game is still very much underway and now returning to full steam. I'm in the middle of updating the schedule and will let you all know what things look like here within the next few weeks.

Speaking of which, to better keep you guys in the loop we'll be hiring someone to handle the communications side of things so that the rest of the team (especially yours truly) can continue to focus on the nitty-gritty details involved with finishing up the game while still ensuring you guys aren't in the dark along the way. So hopefully no more lengthy periods of radio silence from here on out!

As for the game itself we're still knee-deep in AI work but one of the fun things I've started getting back into the swing of things with is unique factions and traits. For those of you in the alpha program I posted a new build last week (v22.1.6) that includes some basic functionality on this front, and a lot more will be coming soon. The goal is for a faction like the Huns to play very differently from a more basic one like the Goths (think completely nomadic, no structures, etc.). To commemorate this feature I'll give you guys a sneak peak at a couple of fun new leaders: Alboin of the Lombards, and Cerdic of the Saxons (both of whom also happen to have names whose modern versions swapped some letters around - hooray for pointless trivia!):

Alright, back to work. More soon!

- Jon

2
AtG - General Discussion / Re: This game isn't coming out.
« on: May 13, 2016, 02:15:01 PM »
Thanks Rick, it's good to be back!

- Jon

3
AtG - General Discussion / Update
« on: May 13, 2016, 07:03:38 AM »
Hey all, apologies for the lengthy radio silence. I've been dealing with some health issues the past few months and had to take some time off. I'm back in the saddle as of today though, so no need to worry about whether the game will be finished or not - you should start seeing updates to the game again next week!

- Jon

4
AtG - General Discussion / Re: Update?
« on: February 24, 2016, 09:45:44 AM »
Sorry for keeping you waiting guys - another big update will be coming in March!

- Jon

5
November 24 Update …

The long-awaited project roadmap update has been posted - and includes a release date!

- Jon

6
November 4 Update …

We've been busy getting a complete, finalized project schedule nailed down over the past couple weeks, and should have it ready to go to the presses soon. As such, the next big project update which will detail exactly that should be posted next week, so stay tuned!

- Jon

7
October 27 Update …

Finished writing a script which automates the process of building and deployment of new game versions - what used to be 19 tedious and error-prone steps now only requires a single click!

8
AtG - Developer Updates / Re: Progress Updates
« on: October 24, 2015, 01:44:05 PM »
I was recently a featured guest for the Game Designer's Vault, a site dedicated to the discipline and game development generally. My bio page there includes a brief career recap along with recommendations for design-related blogs and podcasts I've found informative. If you're a current/aspiring game designer or simply interested in the craft I definitely recommend stopping by the site and checking out all the other great content it has to offer.

- Jon

9
AtG - Developer Updates / October 20 Update
« on: October 20, 2015, 12:44:46 PM »
October 20 Update:

Weekly Challenge #1 (titled "Fame & Fecundity") has begun! In this inaugural game whoever owns the most clans on turn 100 will be declared the winner. Everyone who enters a challenge can earn forum 'badges', and each winner receives a cool reward, and the top prize this time around is an autographed box copy! Additional details for this challenge specifically along with the whole concept generally can be found in a new subforum for the private alpha test group.

While challenges are only available to members of the private alpha right now our goal is to build them into a major post-release feature. Monthly challenges have long been popular within the Civ community, but a lack of in-game support has always limited their audience. Another feature that should help AtG stand out on this front is built-in support for goals and rules differing from challenge to challenge. This was originally envisioned as only a design tool, but it turned out to be a plus for players as well because it pushes you to try out new strategies that you might otherwise have never given a shot.

(Oh, and I should probably also mention that sound effects finally work on Mac and Linux as of the latest build! Found a nasty threading bug in a third party audio library… #$@%!)

- Jon

10
AtG - Developer Updates / October 16 Progress Update
« on: October 16, 2015, 05:42:13 PM »
October 16 Progress Update

Just posted a new alpha build featuring 'weekly challenge' games, ala Spelunky!

11
AtG - Developer Updates / Relocation + More Updates Coming Soon!
« on: October 05, 2015, 02:38:53 PM »
Hey all, apologies for going dark over the past few weeks - Conifer HQ had to relocate on short notice and we're now finally getting settled back in. In case you're wondering we're now based out of Maryland, a place that very well might be the 'capital' of hardcore strategy game development. Not only that, but we happen to now be working out of the same office as our friends and brothers-in-strategy Stardock Baltimore, Oxide Games, and Mohawk Games!

As for the game, a new update detailing the production side (schedule, budget, etc.) of AtG's development will be going up in the next few weeks, so hang tight!

- Jon

12
AtG - General Discussion / Re: What's up with ATG?
« on: October 04, 2015, 11:53:43 PM »
Hey guys, apologies for going dark over the past few weeks. Conifer HQ had to relocate on short notice and we're just now getting settled back in. (In case you're wondering we're now based out of Maryland - which very well might be the 'capital' of hardcore strategy game development.) In fact, we're now working out of the same office as friends and brothers-in-strategy Stardock Baltimore, Oxide Games, and Mohawk Games.

A new update detailing the production side of AtG's development (schedule, budget, etc.) will be posted in the next few weeks. Hang tight!

- Jon

13
UI, right clicking to change how information in tulips and other places are display “just text, text and image, just image”.

At some point I run into it by accidently changing it from “text and image” to “just image” and because it display less information I thought it was a bug. I try loading older games saves, restarting game but nothing could help to fix it. Only delete and install the game finally solved the problem. Until I seen your UI video explaining how it works I thought it was a bug.

When you are new you don’t rarely read manual so you don’t know about it. If I run into it and I am very familiar with most UI, I think many others will find themselves in same situation. When game is fully up and running it might be somehow very natural and easy to pick up but as it is right now it is not. I think it is a helpful option but this need to be address somehow otherwise creates opposite effect


Yeah, the right-clicking to cycle between the modes was never intended to be how it worked in the final version. That said, I'm still sorry that you ran into the issue and have disabled that functionality for the next version (it can still be changed in the Settings.xml file).

- Jon

14
AtG - Developer Updates / August 3 Progress Update
« on: August 03, 2015, 10:59:04 AM »
August 3 Progress Update

Just wrapped up the finalized 'blueprint' for AtG's Economic AI. Next? Actually bringing it to life with code!

15
AtG - General Discussion / Re: client download problems
« on: August 03, 2015, 09:48:21 AM »
Yeah, I think v20.5 has cleared up the nastiest of the issues that people were running into. Pretty sure it was a silly bug related to the screen being dimmed when a popup would appear, of all things...

- Jon

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