As a lot of you are aware, we have been tackling major challenges with development here at IllFonic. Those who aren't aware, we're a very small team (10 developers) with limited resources. As an indie team working with CryENGINE 3, it has been a challenge but we are overcoming the odds on this. We are committed to making sure we get this game right.
Some of you have been really helpful to us. You have given us detailed reports with the bugs you experience. I want to personally thank you very much for this assistance.
This is a beta, and it's a very rough one. Usually beta's are feature complete when they start and its small bug fixes. This hasn't been the case with us as we've hit severe unexpected spikes in development. We do ask your patience with us during this as we are fixing things as fast as possible. If you don't want to see bugs, you probably shouldn't be participating in this beta. This beta is rough and it's wild. The good thing is, you get to talk straight to the developers. You are getting a voice in the game.
Over the past couple of weeks, I have implemented many features the community has asked for while maintaining the track of fixing the issues.
I can tell you the biggest hold up has been the matchmaking with Steam. We are the first developer to ever integrate CryENGINE 3 with Steam, so it was unknown and brand new for everyone involved. There are 2 programmers who are working on this (and only 2 because they're the only ones that understand it). These guys, along with the other programmers, are currently working insane hours with barely any sleep to get the fixes to you.
We finally got it in a better state. Yes there are still problems, yes there is lag here and there, yes menus are broken, yes things sound messed up and unpolished. All of these non-core related features are going to get their attention really soon now since we have gotten things running better.
We've been focused so much on these big features that you may not even know are there and are running in the background. I've had other programmers that are working on game play and UI work on implementing features requested by the community. I've had our artists polishing and fixing collision issues you guys report. We're getting there and we're doing it with your help.
For those of you who have been there with us swinging, we hope to get you something special for launch. We're still trying to figure it out... but i'm sure i'll make you really pleased
We'll continue the grind and keep pressing to make sure Nexuiz is what it needs to be.
Beta Phase 2 is about to begin. We did miss our deadline a few times, but we're finally at the door steps. With that, the 3 maps currently being played will be locked out and 3 more will be unlocked. Coming up is Strength (a design from Classic Nexuiz with some modifications), Overlook (an intense smaller CTF level that will bring insane action), and Sanctuary (A larger TDM level that has an intense center choke point).
We are also going to implementing and fixing the remainder of the Cusotm Matches
Custom Matches are getting these options:
Dynamic Mutator Options - the ability to turn on, off, permanently on specific Dynamic Mutators
Chaos Mode - Constantly fire off random Dynamic Mutators
Turn off Specific weapons, armors, strength etc. from spawning
Bright Models Option
Cycle Mutators between Free, Career and Off Modes
Custom Browser will soon feature the ability to bring up a server's info so you can see what mutators are on, what's the options, the ability to sort the servers, etc. This feature is really rough but we wanted to get it to you asap. Expect there to be quite a few issues here while we get it all implemented.
Dedicated Servers are coming! I'll update this thread when we get more information on it's progress.
As always, if you guys want to talk to me directly you know how to get a hold of me. I do advise getting in on our IRC room! It's a lot of fun
I look forward to bringing the pain on you in Nexuiz!
Nexuiz Beta Phase 2Beta
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