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Messages - Jon Shafer

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1
AtG - Bug Reports / Re: Crash on launch with Turkish OS Language
« on: February 08, 2019, 05:51:16 PM »
Okay, we think we have a fix for this. Please try running the 'unstable' branch of the game (right-click on the game name and then select Properties, then open up the "betas" tab, then select 'unstable' and try to run the game after Steam downloads the updated files).

- Jon

2
AtG - General Discussion / v1.0.0.1
« on: February 08, 2019, 05:50:03 PM »
v1.0.0.1 is now available in the new 'unstable' branch on Steam. This isn't the full v1.0.1 outlined in the update plan but it includes a few preliminary important fixes that will be rolled out to the main branch once it's been tested a bit. It took longer than expected to get this first patch out since the two big fixes (the out of memory crash and crashing on launch in Turkish) were both much tougher than expected, and on top of this I had to completely rewrite the game's build and publishing script post-launch (the Mono version of the game needed some critical surgery right before the release and the process for uploading builds had to be mostly redone from scratch as a result).

On the plus side we've made a ton of progress on the memory issues, so crashes related to this should be much less common now. The executable location might be off for the Linux version unstable branch - if it doesn't launch just go back to the default branch and I'll have this fixed early next week. Once we've verified v1.0.0.1 is working for folks it'll be pushed to the default branch.

With this annoying stuff out of the way now updates should roll out much more smoothly going forward. The new target date for v1.0.1 is February 15 on the unstable branch and February 22 for full release.

- Jon

3
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 25, 2019, 02:02:39 PM »
Also, I'm definitely paying attention to what's going on (and updating this list frequently) even if I'm not posting much here, just trying to be efficient with my time and focus on the game itself. If other community members can help those reporting bugs here that would be a huge help and allow me more time to improve things. :)

- Jon

4
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 24, 2019, 05:57:34 PM »
Thank you Culthrasa!

- Jon

5
AtG - Bug Reports / Crash on launch with Turkish OS Language
« on: January 24, 2019, 05:54:03 PM »
The game crashing on launch when starting the game on a system with Turkish as the OS language. It's something we're looking into now, but given the nature of the issue it may or may not be fixed within 2 weeks so you may want to consider requesting a refund and coming back later when we have the issue figured out. Apologies for this issue.

- Jon

6
AtG - Bug Reports / 'Out of Memory' Crash Info
« on: January 24, 2019, 05:53:36 PM »
This is something we're working on and should be improved in v1.01 as well as in future updates. It mostly happens when loading several games in a row, or quitting back to the main menu and starting a new game. Please post in this thread if you ever see it without having reloaded the game.

- Jon

7
AtG - General Discussion / Re: Congrats on Launch and Fixes Thread
« on: January 24, 2019, 01:43:32 PM »
Thank you all, and especially Satoru for that fixes thread! Definitely will make my life a lot easier these next few days/weeks. :)

- Jon

8
AtG - General Discussion / Update Plan & Tasklist
« on: January 24, 2019, 01:41:31 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.21) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find an unstable WIP version of the game with the latest changes by switching to the 'developer' branch in Steam (this won't start being updated until February). Note that in-game error messages are turned on for the developer version, so it might be a bit annoying to play unless you're specifically interested in lending us a hand.

Here's what's on the agenda:


v1.01

The first major patch, mainly focused on fixing serious bugs and gameplay issues immediately after release. Target date: 1-2 weeks after release.


Improve Memory Usage (especially after loading a game from within another game)
BUG: Game doesn't launch when OS language is Turkish
BUG: Borders incorrect after capturing a City or Structure
BUG: Title music doesn't play in the main menu.
BUG: End turn gets stuck down after alt-tabbing out (appears as game hanging for a while and then ending up with lots of extra resources)
BUG: Sometimes fortifying the Settlement doesn't increase its borders
BUG: Mac and Linux versions should default to 'Fullscreen' mode (rather than 'Borderless Window')
BUG: Victory screen appears every turn after winning
BUG: Can't train Horse Archers as the Huns
BUG: Gifts from Rome not working
BUG: Unable to Repair Structures
BUG: Settlement can train clan and skip turn to generate Treasure
BUG: Clans disappear after being added to a captured Settlement
BUG: Long paths being calculated strangely (units want to move through water)
BUG: ​Can't disable eating horses
BUG: Can sell Resources for more than they cost for infinite $
BUG: Vast Horse Pasture doesn't grow
BUG: Upgrades remain on Clans who switch Professions
BUG: Weird number sometimes appears on Profession button
BUG: Can't close tile tooltip sections from in-game once opened
BUG: Clan Traits conflict: 'Loyal' and 'Aggressive'
BUG: Missing text description for 'Happy' Clan Mood
BUG: Missing text description for Nailsmith and Armorer Professions
BUG: Missing description text for 'School of Fish'


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Mid-March.


BUG: Screen resolution is overridden in fullscreen and borderless window mode
Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: Late May.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: Mid-September.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

9
AtG - Bug Reports / Update Plan & Tasklist
« on: January 24, 2019, 01:41:05 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.21) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find an unstable WIP version of the game with the latest changes by switching to the 'developer' branch in Steam (this won't start being updated until February). Note that in-game error messages are turned on for the developer version, so it might be a bit annoying to play unless you're specifically interested in lending us a hand.

Here's what's on the agenda:


v1.01

The first major patch, mainly focused on fixing serious bugs and gameplay issues immediately after release. Target date: 1-2 weeks after release.


Improve Memory Usage (especially after loading a game from within another game)
BUG: Game doesn't launch when OS language is Turkish
BUG: Borders incorrect after capturing a City or Structure
BUG: Title music doesn't play in the main menu.
BUG: End turn gets stuck down after alt-tabbing out (appears as game hanging for a while and then ending up with lots of extra resources)
BUG: Sometimes fortifying the Settlement doesn't increase its borders
BUG: Mac and Linux versions should default to 'Fullscreen' mode (rather than 'Borderless Window')
BUG: Victory screen appears every turn after winning
BUG: Can't train Horse Archers as the Huns
BUG: Gifts from Rome not working
BUG: Unable to Repair Structures
BUG: Settlement can train clan and skip turn to generate Treasure
BUG: Clans disappear after being added to a captured Settlement
BUG: Long paths being calculated strangely (units want to move through water)
BUG: ​Can't disable eating horses
BUG: Can sell Resources for more than they cost for infinite $
BUG: Vast Horse Pasture doesn't grow
BUG: Upgrades remain on Clans who switch Professions
BUG: Weird number sometimes appears on Profession button
BUG: Can't close tile tooltip sections from in-game once opened
BUG: Clan Traits conflict: 'Loyal' and 'Aggressive'
BUG: Missing text description for 'Happy' Clan Mood
BUG: Missing text description for Nailsmith and Armorer Professions
BUG: Missing description text for 'School of Fish'


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Mid-March.


BUG: Screen resolution is overridden in fullscreen and borderless window mode
Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: Late May.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: Mid-September.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

10
Thanks, will look into this. Not sure where all of these bullet points are coming from!

- Jon

11
AtG - General Discussion / Weekly Update #6 Art & Sound
« on: January 20, 2019, 09:13:21 PM »
Welcome to the sixth and final pre-launch weekly AtG update! Every Sunday afternoon a new article has been posted, and each week has had its own theme. This past week our theme was the game's art and sound, and you can check out previous daily updates on Twitter and weekly updates on the AtG website.

As with last week this update will be a recap of the daily updates posted on Twitter so that I can focus on getting this bad boy out the door on Wednesday.



Update #1

We decided on a painted watercolor art style for At the Gates very early in the project, as it's an approach both suggestive of its historical subject matter and a bit unique compared with other strategy titles. When your game is 2D you really have to lean on style over fidelity.




Update #2

One of the first things I did after starting on At the Gates was bring the supremely-talented @geoffknorr on board to craft title theme song. I asked for something that felt a bit mournful and featured my favorite instrument, the cello. And he nailed it.

Oh, and pardon the old logo on the video. The project has come a long way, but the music sure didn't need to!

At the Gates Title Theme (YouTube)


Update #3

One of the visual elements of At the Gates I'm actually most proud of is the beaches. Shorelines almost always look bad in strategy games, as neither the 'puzzle pieces fitting together' nor the 'spline-based generated 3D' approaches look great (without a ton of extra work).

In AtG we do have fixed pieces which we attach to one another, but we also have a large number of special multi-tile pieces designed to provide a more realistic look than you can get with repeating tiles. It took some work, but the results were up to my high expectations!




Update #4

At the Gates doesn't have looping background music, and this is by design. Instead, we play short pieces of music after important events to help highlight these moments. It's a more cinematic approach, and means you won't actually want to turn the music off in AtG!


Update #5

Another way At the Gates makes the seasons something you truly *feel* is through the background ambience. Because there's no looping music that frees up audio space for the sound of the environment to really immerse you in what's going on. When it's winter in AtG you'll know it.



And that does it. There's nothing specific planned in terms of updates from here on out, but I'm sure I'll be on Twitter sharing lots of fun stuff between now and Wednesday, so feel free to hang out with me there in the final countdown to release day. A 7-year journey is finally almost complete!

- Jon

12
AtG - Bug Reports / Re: 0.9.9 Cannot train Horse Archers
« on: January 19, 2019, 05:32:58 PM »
Okay, thanks, will look into this.

- Jon

13
AtG - General Discussion / v0.9.9.2
« on: January 19, 2019, 09:16:16 AM »
v0.9.9.2 is now live in the main Steam branch. Please post here if you have any trouble with it. There is a known issue with the game not launching on some Linux systems that we're looking into.

- Jon


------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------
------------------------------                                  --------------------------------
------------------------------           v0.9.9.2           --------------------------------
------------------------------                                  --------------------------------
------------------------------     2019 January 19     --------------------------------
------------------------------                                  --------------------------------
------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------



MAJOR BUGS FIXED


- Fix for crash on startup for some Linux versions.

- Fix for missing road texture crash.

- Fix for rare AI pathfinding crash.



GAMEPLAY TWEAKS


- Training a Trader now requires 20 Timber (previously free).



MISC

- Structure descriptions now note which Professions can actually construct them.

- Added Credits Screen.

- Text tweaks.

14
AtG - Bug Reports / Re: 0.9.9 Cannot train Horse Archers
« on: January 19, 2019, 09:13:46 AM »
Weird! If you try going to the "Train a Clan as" screen first does it show up there? Does it show up there or in the original screen if you cycle the "show more" button in the bottom-left corner?

- Jon

15
AtG - Bug Reports / Re: 0.9.9.1 - Cannot right-click hex to move unit
« on: January 18, 2019, 04:26:17 PM »
Yeah, sorry about that, just rolled the version back while I figure out what's going on.

- Jon

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