Lockdown

 

  Lockdown is the least fun part of the process for me.  There are some bugs I mention to the programming team and they fix before I get back to my desk.  And there are others that take a lot more work.  There are issues that a crash dump will tell you where the failure is, and there are some where the dump only shows you what happened afterwards.  Like finding a body in a room with a knife in its back.  You can see that the body is dead, see that the knife killed it (probably) but there is no evidence of who was using the knife.

  So we look for patterns.  Who else was in the room when the murder happened?  Professor Multi-thread AI was going through, he says to innocently value the assets on the armoire, but he's always doing his own thing.  Ms Garbage Collection always finds the body, and nobody ever trusts the maid.  Colonel Tactical Combat ... well lets just say that he own's a lot of knives.

  The luxury we have as programmers is we can bring the victim back to life and send that back into the room.

  "Okay Mr Game, go back in."

  "But....  what if I die again?"

  "That's what we are hoping for."  *push*

  Sometimes the weapon changes.  We locked up all the knives and now it's death by plunger.

  Sometimes we try to lock our suspects out of the room and they keep busting in.  In the worst cases we think we lock everyone out and in the morning Mr Game is still dead.

  Lockdown will drive you a little crazy.  We read and reread code.  We run tests, go through debug and scour data for clues.  Our goal is unattainable (the game without bugs), But we want to get as close as possible.  And we don't check in significant changes.

  Even the minor changes get reviewed.  I feel bad telling experienced, talented developers that they can't checkin a change unless they have someone else go through it and validate it (well not really bad, but sorta bad).  But the biggest risk at this stage is that we will introduce new issues.  That it will get into a public version and skip all the time we spent validating that the game was stable.  It's tough to keep your hands out of the cookie jar.

  I do have to say that our QA guys do a great job.  They don't often get as much time as we would like to test our builds.  But if we do give them notice and time to provide feedback on the game they do a great job.  And we are very appreciative of the community for posting reports and crashes (some post every day with each new build).  It's great feedback.  You make our lives easier and improving the experience for everyone else who will play.

 

  But it is fun having a chance to just play the game in a consistent form.  Tonight we all sat around and laughed at Codecritter as he accepted a quest to escort a noblemans daughter, then accidently lead her into a battle to free a village on another quest and killed off her an his sovereign.  Gaming is the most fun when the rest of the office is taunting you for your inablility to play (someday get Toby to ask you how he spent months trapped in a basement of another game).

  One of the things I enjoy most about the recent builds, and unfortunately doesn't get much attention in the change logs is the amazing work that the team is creating.  The following spell painting in particular are my favorites:

Greater Grip of Winter

Deathward

  I think everyone will enjoy 1.1.  We are certainly excited to share it with you.

99,028 views 52 replies
Reply #1 Top

Thank you for the explanation. I appreciate the preemptive strike.  Lock down has little positive connotations. I have a very old dachshund with a bladder problem. he generally marks his territory on my wife's newly shampooed rug while I, oblivious to his needs, play Elemental. I am told that one of us has to go:/ This is the first game that I purchased on released date. Crash/bugs/whatev----i love it. thanks for the experience!

 

Rare is when feedback is solicited from peasants--in the Game of Thrones---arrogant singularity of purpose rules---SD--you have a GREAT culture!

Reply #2 Top

Great work........Great Art............:beer:

Reply #3 Top

I feel your pain, Kael!  It's so frustrating when you have a "Quick, risk-free, fix!" to check in but... you can't, you gotta go through that validation process again because sometimes those "risk-free" fixes are anything but :)

That's some great artwork, by the way.  Really looking for 1.1 and beyond!  

Speaking of "Beyond", are there any plans for Multiplayer post 1.1?  I don't really feel the game is playable right now in MP.  I understand where the priorities have to be, but I'm keeping my fingers cross that once the major game issues are resolved we can start seeing some real MP support (hosting on our own LANs with game options to control tactical combat, etc). 

Can you provide any comment on that?

Reply #4 Top

I really love all these detailed blogs, its very interesting to follow the Elemental team. This and the great post-release support along with the quick updates on the changelogs makes me really glad I followed the forum. I'd probably just get angry thoughts when I think of Elemental and wait half a year before checking in on it again if I didn't have good past experiences with Stardock from SoSE. Was a nice surprise to see one of my favorite modders from Civ joining this team too. I hope you bring a lot of flavor to the Elemental factions like you did with FFH. No rush though!

Reply #5 Top

Thankyou for working so hard.  I cant speak for everyone else, well I can but thats not nice I guess, but I appreciate the hard work.  The game is becoming so much fun to play and Ive made a couple different sovs who do different things.  I have my melee sov who is Str and slash, my magic sov, who i use to cast lots of spells, and i made a wealthy sov up, or well trying to be wealthy.  I also appreciate how you do small changes instead of huge nerfs or what not.  I would like to say thanks again and look forward to what you guys have in store!

Reply #6 Top

Have you considered a multi-thread fingerprint debugging  scheme where when you compile builds with the /debug on you setup a GP register to hold a stamp for each CPU logical core to know which thread entered the room most recently and it only gets overwritten by the next thread entering?

Reply #7 Top

So what was the final answer?  Did you catch the killer?

Reply #8 Top

I love the art on some of these spells.  Do you have a guy (or gal) who just hand paints these in Illustrator?  They're doing a great job whoever it is.   \o/

Reply #9 Top

Quoting Trojasmic, reply 7
So what was the final answer?  Did you catch the killer?

 

It was Colonel Mustard...in the Observatory...with the wrench.

Reply #10 Top

It was Lord Frog, in the break room, with a frozen pizza!

Reply #11 Top

How close do you think you are to 1.1?

Will the AI be able to use boats in 1.1?

 

Reply #12 Top

Glad you mentioned the art, it took me a bit to realize there was new art for the spells and such.  Once I did though, oh my goodness.  How I ever played as a non-spell caster before I don't know.  I love the art so much.  You should make an art book at some point we can order!  I sit and research spell books just to look at the art now.

Reply #13 Top

charon, ARE you sure that it was NOT the wench?

harpo

 

Reply #14 Top

There's boats in this game?

Reply #15 Top

Thanks Derek and crew. :)

I've noticed the art in game and have been enjoying it.

I haven't played version 's' yet but my only concern at the moment is that the AI in particular is still very weak. I think everything else is right on track. But please don't let 1.1 be released without better AI decision making - particularly in tactical battles with spell choices.

Reply #16 Top

1) The art is fantastic.

2) I'm working on an alternate (and expanded!) magic system. What is your stance on using a piece of game art as a logo for the mod?

3) I burnt my blueberry pancakes this morning. I'm really bummed about that.

4) Have you heard of the Prisoner's Dilemma? The decision to cooperate rather than defect after the initial release of this game is why I love Stardock. (Yes, this is an inexact interpretation when you consider ongoing sales increases.)

Reply #17 Top

I know how you feel. I am usually the one that needs to find that issue that is not in the logs in my company. And I do not even have access to the code :(

Reply #18 Top

Quoting FatNonFree, reply 14
There's boats in this game?
There's one tech for them in the Civic tree (for kingdom, I don't know where for empire).

They're just transports; this is very much not a naval game.

Reply #19 Top

The programming description sounds rather familiar. Been there, done that, got the all-nighters.

Love the artwork, and I recently dug out elemental again... seriously, it's looking better and better all the time. :)

 

 

Reply #20 Top

I really hope the game that he was stuck in the basement for months was 'Knightmare' because i never did find a way out of the second room.

The new artwork is great by the way :)

 

Reply #21 Top

Quoting Das123, reply 15
Thanks Derek and crew.

I've noticed the art in game and have been enjoying it.

I haven't played version 's' yet but my only concern at the moment is that the AI in particular is still very weak. I think everything else is right on track. But please don't let 1.1 be released without better AI decision making - particularly in tactical battles with spell choices.

 

Brad's been out this week doing his other job, so the AI work hasn't had a lot of work, as that's his department.  That said, AI will improve over time, I wouldn't worry about that too much.  Stardock's the only company where I say don't worry about the AI- that's something Brad is very good at.  That said, I do wonder if Brad being away is the reason the rest of the staff got away with daily patches this week ^_^.

 

Really, the daily patching has helped the game out tremedously- this has been the most the game has improved since launch.  So far version s  seems actually stable, though I'll keep playing over the weekend to make sure I don't find anything other then balance issues (I've found a few things I don't like)

 

The art is fantastic, reminds me a bit of Culdcept Saga or CCG's. 

Reply #22 Top

I think what Derek was trying to say is that he had to put Brad in lockdown.

Reply #23 Top

Not only the lockdown, the whole beta process feels very well organized and so straight forward. (for me as a gamer. Not involved in anything. Just playing and testing and without any experience with other beta tests). It was and is so much fun to me. Thank you Derek and everybody, who is working on (or for, or at? don“t know, what is correct -.-) Elemental: War of magic. :)

 

 

Reply #24 Top

Quoting charon2112, reply 8
I love the art on some of these spells.  Do you have a guy (or gal) who just hand paints these in Illustrator?  They're doing a great job whoever it is.  

 

actually started a topic on who did the 2d artwork for the games illustrations for the booklets and box art as im in love with the style.

But no one ever got back to me.

 

All i could find in the credits was an artist who did furry artwork similar to this. But no cool fantasy work

Reply #25 Top

Quoting LightofAbraxas, reply 16

2) I'm working on an alternate (and expanded!) magic system. What is your stance on using a piece of game art as a logo for the mod?
Copycat :(. I've almost finished my first version.

Derek, are there plans for more "spell visual effects", in particular visual effects that stay on a unit, tile or object (enchanted weapon effects, frozen units, etc.) ?