Colony2

No video today :slight_smile:

We don’t have anything new to show on the front end. We’ve mainly been working on our other content, examining SpatialOS, and working on the back end.

We have started migrating our back end from our local network to the internet and so far things are going well.

Our plan is to put up a restricted test server in the next 30 days to run some tests on data retrieval and so forth. If you might be interested in helping with that as an unpaid tester, please check back here. We’ll post an announcement after we do some small scale tests on the servers.

Be forewarned, the game at this stage is still just a prototype testbed. None of the game functions are complete, many planned features are not in place, nothing works, and if anything does appear to work, it’s broken. :slight_smile:

Quick update: We didn’t make our 30 day projection to get the test server up. :slight_smile:

We’re working currently on the final basic pieces of the backend that we need to make an experimental deployment of our testbed prototype.

The game itself is still very buggy and only has placeholder graphics, but we’re going to attempt to turn on all the servers for a small scale test next week.

We’d like to get a few dozen people on concurrently to see what breaks, so if you’d be interested in being an unpaid tester, let me know.

Our registration page is up. We’d like to get some outside testing for it. If you have a moment, please give it a try.

Colony2 Registration Page

Looks like a great game, congrats

Thank you. :slight_smile:

The email spiel for those of you who have signed up on the registration page through this thread:

Link to Colony2 discord for bugs/feedback during the test.

Colony[SUP]2[/SUP]

The servers are up and we are running some tests. If all goes well, we will populate the game download link tomorrow or Friday.

In advance, some caveats:

This is a small scale deployment on VPS. None of the backend infrastructure is robust. We don’t know how many players the server can handle. That is one of the factors we are examining.

Expect frequent service interruptions.

The game download is 4+ gig.

So far, min graphics hardware appears to be a Geforce GTX 780 Ti. If you make a comment, please mention your graphics card and performance issues.

There are numerous in game bugs that we don’t plan to address until next week at the earliest.

Game play basics

The launcher is a work in progress. It currently only updates complete versions (the full zip file.)

The game should be started from the launcher. If the game is launched from the .exe, it will use the default player id rather than your player id. More than one player doing this may crash the server. This test feature will be removed in a future update.

Only one character per player.

Only two character models are available at present, Male and Female.

Character customization other than M/F selection is currently not implemented.

CONTENT WARNING Male characters are Ken-doll naked. Female characters have integrated (unremovable) clothing. Eventually, female characters will also be Barbie-doll nude.

Streakers will be executed.

Only one set of clothing is currently available: male boots, leggings, chest, and coif. This also fits poorly but effectively on female characters.

Standard Unreal 3rd person character (WASD) movement.

Autorun - J
Jog - press and hold Shift
Sprint - press and hold Ctrl

Jogging and sprinting burn endurance. Without endurance, you can do neither.

Rest - T (To recharge your endurance pool. Endurance naturally recovers while you are not burning it.)

For performance reasons, there is no GI in this build. Nights and shadows are very dark. If you log into a black screen, turn on your lantern (press O).

Day: 2 real world hours. 1 hour of day and 1 hour of night. Nights require lamps and lanterns.

ESC: brings up the Exit game/world menu. If you get stuck/jump off the edge/other try to exit the world to reset.

On the starting map (Netherworld), various supplies are available for testing. Mouse over and use E to pick up items. Right click in inventory to use. (I-inventory, U - equipment) The items in the starting map are for testing purposes and respawn. The Reaper in the Netherworld cannot be killed and will not attack.

Items left in the chest will not persist on reload. (Eventually this will provide secure storage.)

O-deploy lantern
K - light torch
Right click on lamp oil to fuel torch.

Y- Pick up and carry item too large for inventory. Only a few items (crates, logs, freestanding torches) can be carried at present.

Food/Hydration - right click in inventory to use. (You can starve to death or die of dehydration.)

To enter the world (join the server), go up the stairs, through the cave and to the end. You may jump off but this is not necessary.

Player melee abilities are not yet implemented.

Friendly Fire: Arrows and potions will affect players.

PvP: Colony[sup]2[/sup] is not by design a PvP game, but players can damage and kill other players.

Q - press and hold until locked (end of sound effect) to draw bow. Arrows required.

Potions, unguents, etc: Right click or drag to hot bar.

Increasing inventory size is not currently implemented.

K - Hire/Fire cart driver

H - Harvest (Rare trees and clay)

Known Bugs

No sound during intro movies

Torches do not extinguish when they use up their fuel.

Server does not save character on network error.

In certain circumstances, Lamp Oil flasks does not disappear after use

Launcher - with screen resolutions of less than 1920x1080, the submit button on the character creation form is not accessible or visible

While the game files are not yet available, this is the link to the launcher installer:

Cancel that. That was the wrong build. :stuck_out_tongue:

We believe that we have resolved the issues with the launcher.

Colony[sup]2[/sup] Launcher

Currently, we only actively monitor the game servers from 6:00 am CST to 6:00 pm CST. Post here or in Discord for assistance outside of those times.

A heartfelt thanks to everyone that tested the registration process and the launcher. :slight_smile:

We have identified a number of issues and corrected most of them.

Over this coming weekend, we won’t be actively monitoring the servers or pushing updates (unless there is a crash) but the servers will remain up (we hope) continuously.

If you have any concerns, comments, issues, or feedback, please post here. The quickest way to get a response is through the Discord channel.

Next week, we’re going to make a simple optimization pass on our in house assets in an attempt to reduce the texture streaming pool.

If we get an updated version of the game built next week, it will be necessary to download the game (no patches yet) again. The launcher will do this automatically.

We’re also going to add a password reset button to the launcher.

Thanks again! :slight_smile:

Here’s an introduction video for folks brave enough to test.

Warning in Advance

It’s long, rambling, unedited, unscripted, and I have a pronounced Southern accent. (If you need a translation, just post here. :smiley: )

Tester Intro Video

Launcher Refactor

We’ve refactored the launcher.

We’ve pushed these changes, which also require a new client build, but that won’t be available until the end of the week.

Some testers may receive the message that their account is already logged in. If so, contact me or send a support email to support@colonysquared.com.

More light in staging area

For those who don’t like stumbling around in the dark, we’ve added more torches and turned them all on in the staging area. This change will go live with the next build.

Optimizing

We’ve stumbled upon a method to drastically reduce the polys of our architecture:

We’ve finished our first optimization pass on the test map. There are still a number of assets that need optimization, but this build has 30-50 FPS in editor and should have a bit better than that when it goes live. We hope to have the new version up for download by tomorrow.

<tried to add a pic, but the forum is misbehaving>

0.0.586 is now live on the Test Server

0.0.586 includes a number of art asset optimizations that have greatly improved framerates.

We’ve also turned the lights on in the staging area.

There is a new version of the launcher and you will need to uninstall the old launcher through Windows Control Panel, re-download the launcher (Launcher).

All user accounts and characters are still valid and all personal items and equipment are current but the game world state has been reset to default so that any items stored in chests or left in the world have been wiped.

We’re working on a content(quests, AI, items)/bug fix pass currently and hope to push it live in a few days.

There is a bug in the launcher that prevents downloading of the game. We should have a fix soon.

Edit: Fixed. If you are not using version 0.0.13 of the launcher, please reinstall. Launcher

Chat Refactor

We have basic chat working on our internal test build:

This uses the chat server and interface from the MMO-Starter Kit and will have to be extended and expanded to include features from the AdvSocSys as well as social functions specific to our design. We’re going to remove the AdvSocSys chat interface that is still visible to the right.

Which method was that?

For our test map, all of our architectural meshes are modular (columns, walls, arches, etc), either Epic freebies or purchased assets, all of which have high quality materials and 3-4 LODS. This method works with this particular set of circumstances and will not likely work with a different setup.

We place these to assemble our basic structure, use Merge Actors (Windows->Developer Tools) to assemble the model (Use all LOD levels, Target Lightmap Resolution 1024 or higher, Use Landscape Culling(the Use for Culling checkbox must also be set in the landscape for this to work), Replace Source Actors) to create the base model, which will have 100ks of polys, export the base model as .fbx. Import that into Blender (default settings). The imported model will have several LOD levels. We remove all but the LOD3 (or the most low poly) and then re-export as .fbx (without changing any settings) and import that into UE4. As the UVs and materials are not changed in this process, we just add the same textures back to the static mesh and the imported model looks practically indistinguishable from the original, save that poly count is reduced by a factor of approximately ten.

Then we just replace the original with the low poly version.