Hello! The new year approaches. Here's a quick summary of recent updates.
Multiplayer is done and now includes matchmaking! New Tower models are in! Audio stuff added. I also had to say good bye to a dear friend. I'm getting ready for the Steam release of Mage Fort. More details below.
Multiplayer is done and now includes matchmaking! New Tower models are in! Audio stuff added. I also had to say good bye to a dear friend. I'm getting ready for the Steam release of Mage Fort. More details below.
Multiplayer & Matchmaking
Multiplayer is done and includes matchmaking support! It was a pain in the ass but I learned a ton.
It's a huge weight off my shoulders... I really feel great about Multiplayer being in a good place again. For the last few months multiplayer was kind of a mess. Long story short- I learned you really need to plan carefully for the fact that Lag exists, and people's machines load times will differ. For example, if one client loads slower than the rest and start's a story sequence, it will cause issues and crazy behavior between all the clients.
So I added some checks when players are loading into scenes to make sure they're all done loading before advancing on. The master client (hosts the game) and synchronizes the beginning of story sequences. So the effect is that everyone's client will be about at the same during important events.
Matchmaking Update
Online Matchmaking is in! You can now hit one button and it will find a group to play with. Those that want to host games can still create public or private rooms. And of course Offline mode let's you play ...offline :P
Multiplayer is done and includes matchmaking support! It was a pain in the ass but I learned a ton.
It's a huge weight off my shoulders... I really feel great about Multiplayer being in a good place again. For the last few months multiplayer was kind of a mess. Long story short- I learned you really need to plan carefully for the fact that Lag exists, and people's machines load times will differ. For example, if one client loads slower than the rest and start's a story sequence, it will cause issues and crazy behavior between all the clients.
So I added some checks when players are loading into scenes to make sure they're all done loading before advancing on. The master client (hosts the game) and synchronizes the beginning of story sequences. So the effect is that everyone's client will be about at the same during important events.
Matchmaking Update
Online Matchmaking is in! You can now hit one button and it will find a group to play with. Those that want to host games can still create public or private rooms. And of course Offline mode let's you play ...offline :P
Audio
I finally got around to adding Audio mixers so the settings now include audio controls! Slowly I'm adding in music and sounds. A lot of the spells, hits, explosions already have sound logic built into them. I just need to find the right sounds and music which is harder than I thought originally!
I finally got around to adding Audio mixers so the settings now include audio controls! Slowly I'm adding in music and sounds. A lot of the spells, hits, explosions already have sound logic built into them. I just need to find the right sounds and music which is harder than I thought originally!
Emotional State
I'm doing well overall, I feel so much better now that Multiplayer is working. My anxiety comes and goes over launching a game on Steam. Maybe it's not as big a deal now a days, but for me it'll be a major milestone for me personally.
Then something awful...
My eldest cat passed. The cause was cancer. I was devastated. Part of me still is. I don't want to say too much more because a lot of you can understand exactly that pain. That said, I still feel her spirit and I'm resolved to keep moving forward.
This past weekend I picked up two new team members for Fuzzy Code Studio. Introduced below :) Productivity is down, but Fuzziness is up! When they snuggle it's almost unbearably cute sometimes.
I'm doing well overall, I feel so much better now that Multiplayer is working. My anxiety comes and goes over launching a game on Steam. Maybe it's not as big a deal now a days, but for me it'll be a major milestone for me personally.
Then something awful...
My eldest cat passed. The cause was cancer. I was devastated. Part of me still is. I don't want to say too much more because a lot of you can understand exactly that pain. That said, I still feel her spirit and I'm resolved to keep moving forward.
This past weekend I picked up two new team members for Fuzzy Code Studio. Introduced below :) Productivity is down, but Fuzziness is up! When they snuggle it's almost unbearably cute sometimes.
New Tower Model & Blender
I have been wanting to dive into blender for a long time. I finally took the dive and after doing some great tutorials by 'Blender Guru' I finally was able to make new tower models! Hurray, no more pole and ball model!
I have been wanting to dive into blender for a long time. I finally took the dive and after doing some great tutorials by 'Blender Guru' I finally was able to make new tower models! Hurray, no more pole and ball model!
Blender is pretty neat. And it's free! It was definitely a bit overwhelming at first but now I have a little more confidence with something so useful.
Steam Release and Business Stuff

Fuzzy Code Studio is officially an LLC! In preparation for the steam release I need to register a bank account yet for the business. (Steam actually requires a 30 day wait period after you do this before you may upload any games.) It's all starting to feel more real now
Then it's on to finalizing the steam page with art and a trailer video.
Steam Early Access will begin Early 2018
Then it's on to finalizing the steam page with art and a trailer video.
Steam Early Access will begin Early 2018