Devlog #12
TL;DR - We’ve been play testing and iterating a lot this week, crushed a whole nest of bugs, added gameplay enhancing UX features, and you can play soon.
This Week
We made a lot of headway this week - as will always be the case from here on out, we started off the week with a full play through. With multiplayer, the current play time is around an hour, which is great for such a small amount of content. It’s obviously not perfect, but it was super helpful in bringing together a big list of useful fixes and features that were inspired by ACTUALLY PLAYING! Below is a list of these types of fixes that we tackled this week. I know its a bit in-depth, but pretty soon when you all can play, these kinds of lists will be a lot more relevant. In a few weeks, we will have our online development hub community set up, and we’ll start opening up the development - play sessions multiple times a week, discussion forum for everyone’s ideas and questions, and of course, bug reporting.
Previews
Construction
Quit Job on Clickaway brought back
Farms
Die from hunger
Rebalanced hunger/food intake
Bugs
Pink Material Bug Fixed
Underground Spawning Bug Fixed
Hover On Destroyed Bug Fixed
Attack Bug Fixed
Direct Command While In Combat Bug
Building menu / aspect ratio issues fixed
Construction/Settlement Capture
Destroyed building light on fire and are rebuildable
Settlements don’t get destroyed, they get captured and the town is ceded to the aggressing player
Construction is a 1-off task now
Permanently assign builders to town center to automate construction
Hunger bar on characters
Next Week
This next week has a lot more important gameplay features in store. The primary goal for us right now is getting this thing to a playable core - once we have that, you can play, hang out with us in Avalon, and we can collectively move this project forward! Specifically this to-do-before-opendev list is as follows:
Chat
Talk to everyone!
Notifications for attention-needing Avalonians
Starving
New Avalonian
Attacked
Out of Resource
Selection helpers
Select all idle
Select workers at a building
Idle Actions
Walking around town
Defense and town capture balancing
Archer towers
Stronger buildings
Incremental Warfare (destroy archer towers and farms before town capture is feasible by balancing combat numbers)
Fix latency issues when scrolling medium-large distances
This week we are aiming to tackle mostly everything except the defense balancing. If we have time we may get some of that done as well. We’re scheduled to get some tech-talk-time with Improbable this week to work out the latency-fixing-strategy.
We’re getting super excited about inviting everyone into the development process SUPER SOON - I know it’s hard to wait, but hang in there - we’ll be playing together soon enough!
See you next week!
You didn’t think we’d leave you without a new picture!?
GIF FTW.










