środa, 30 listopada 2011

A story about my recent experience with EA.

Excuse me while I vent a little.


You know that game that came out about a month ago, Battlefield 3?


Pretty fun right? With the shooting and the giant maps and the tanks and explosions and marksman headshot +500…


I assume so, anyway. I played and enjoyed the beta, but insofar EA haven’t actually let me download the game ever since I pre-ordered. This wasn’t some $10 indie alpha pre-order either. This set me back 80 bucks.


Here’s how the last month has gone:


Day -1, I try to preload: It’s there in the menu, it has a nice shiny download button just like the beta did, and it’s going to be fucking awesome. Come to papa you tasty slice of shooting heaven… Now, to wait 5 hours while it downloads…


*windows “warning” sound*


For some unknown reason at some point towards the end of the 11GB download for the full version, I disconnected from EA’s “activation server”.


As a precautionary measure, Origin deletes the entire download.


…The entire, mostly done, 11GB download.


I’ve seen some bad, un-user-friendly DRM, but this is the first time I’ve had to deal with something this heavy-handed. I told myself “It’s likely some issue with preloading, Origin is quite new, it’ll be sorted after release week”.


Release week came and went and I tried again.


Same thing. Another 10GB wasted.


Now, I live in Australia. Bandwidth isn’t cheap here (As you might have noticed with how frugal I’m having to be with the Aussie Official Server…) so the combined 20GB pushed me over my download limit for the month. Not only was I without my game, I was also stuck with internet throttled down to dial-up speed.


At this point, naturally I’m less than happy. I give up for a few weeks, then give in to temptation again. I really want to play this game!


Same thing. Another 8GB wasted. I guess at least this time I’ve got 2GB spare…


As such, I’ve given up for now. I’ll see if I can install from a friend’s disk or something, but I’m not going to get my hopes up. I’ve probably purchased some download only licence.


I think the lesson to be learned here is: Let people play your game. I’ve been looking forward to the next “real” Battlefield for years now, but I still haven’t actually been able to play it, even though I’ve payed for the damn thing and downloaded it 2.5 times over!


The ridiculous part of this is that from what I understand, cracked versions of the game are missing the DRM layer. Pirates get the fun bit, without all the bullshit, for free, and thus the only people affected by DRM are people who’ve payed for the game legitimately!


I’ve paid a company 80 dollars to spend about 28GB of download on… nothing. I haven’t been able to play it. However, buying voxatron from lexaloffle as part of last months humble bundle was painless, cost me 15 bucks for a cheerful, colourful adventure and a peek at some very interesting technology. I also picked up two other games as a bonus. When you buy alpha access to KAG, as soon as your paypal payment goes through we send you a code to redeem for full version access to everything we’ve got finished.


What’s so hard about letting people play a game, EA? *grumble*


tl;dr: This is me trying to play a game I’ve been anticipating for years that I’m unable to play due to some borked copyright protection protocol. I wish they’d be less stoogey about it and let me play:



Geti

wtorek, 29 listopada 2011

Aus Server up for testing!

I’ve been trying to find a good hosting partner for KAG in Australia for a long time, hopefully I’ve found a suitable company now :) I’ll be running the server as a trial for the next month to monitor bandwidth usage etc, over the next week it’ll likely stay as 16 players only to make sure it’s not going to explode with traffic, but feel free to give it a shot.



The current settings:


  • 12 players

  • 512x64 map (long and short, prevents skybridges and overpowered catapults)

  • Default generator only

  • Default CTF

If all goes well this week I’ll be bumping the player count to 24 and attaching an RTDM server as well for some more low-latency fun! Sorry for the time off the air!


We’re busy as beavers at the moment, hopefully that’s reflected in playable advances soon ;)


EDIT: forum topic here.


EDIT: dropped the players to 12 while we sort out odd networking issues, sorry!


Geti

poniedziałek, 28 listopada 2011

Oh So Close

We’re pretty much on the home stretch with this build, just sorting out the menu presentation. All things going according to plan, we’re hoping to have it out tomorrow so we can get started on some fun stuff!


Things still on the todo list include:


  • Try to get the Mac build up to scratch

  • Tweak menu layouts a little more

  • Ensure it’s working properly on all systems

  • Optimise collapses

  • Ensure there are no new nasty bugs.

Sadly, no new test build.


Some of it’s still going to be a bit cut and dry by the time the release makes it out, but we’ll be running bugfixes as normal alongside normal development. We’re very keen to be out of this cycle because we’re a month behind where we wanted to be content wise.


Keep your eyes on the blog!


Geti

czwartek, 24 listopada 2011

Off for the weekend, Quick Update.

I’m going camping, back monday. MM might be around, but be nice to the forum staff while I’m gone, yeah?


Test build coming fairly soon, if Michal can merge all my changes and get it out over the weekend then he will. We might have to drop ingame browser functionality for now which would mean no wiki, or IRC in-game, but less headaches for us. Either way we’re hoping to have this build done and dusted as soon as possible because both of us are sick to death of fixes and interfaces for now.


(translation: zombies, boulders and powder kegs as soon as we can make them)


Geti



I’m working hard on a “one-click” deployment system. Which ideally would allow me to compile KAG for 3 systems (win, mac, linux) at once and instantly upload them for you - available as autoupdate. I’ve been working hard on making the necessary scripts and even made a small tool called Wizard which takes care of uploading all the necessary files. Along with the GUI changes allowing you to see the autoupdate progress bar this will be a really nice addition. We’ll be needing this once we start pumping out content and updating REALLY frequently. I hope that starts happening next week.


Have fun!


MM

wtorek, 22 listopada 2011

Vote KAG! (for serious this time)

OHEY EVERYONE.


http://www.indiegamemag.com/igm-awards-2011-vote/


Vote King Arthur’s Gold for Best Free Game of 2011 in exchange for free internets! Tell your friends for double points!


Discuss the IGM Voting here (including how much you love and want to marry our game)



In other news (and to sway your vote) - new build due out asap with menu fixes and a bunch of bugs slain, to be followed quickly by zombies to redeadinate, boulders to crush those pesky enemies with, and powder kegs because everyone loves dangerous pyrotechnics.

niedziela, 20 listopada 2011

Huzzah! Build successful!

I’ve finally been able to get everything behaving out of the repository which means I can run around doing all the little fixes that Michal doesn’t have time for.


NOTE: this doesn’t mean bug me about every tiny thing you want changed any more than you guys do already!


Geti

piątek, 18 listopada 2011

Bye bye Disqus!

As good as Disqus is for quick blog comments, we’ve decided to detach it from the devlog.


We’ve decided that we want to cut down on the number of accounts that you guys need to maintain, therefore we’ll be moving discussion of the devlog posts to the forum announcements section from now on.


We’ll be setting up a bot to crosspost from tumblr to the forums soon and potentially auto-link into the devlog post, but in the mean-time we’ll be setting up the links manually, so expect some delay in the posts getting across - If we’re taking far too long feel free to make the copypaste yourself, forum staff ;)


Forum thread here.

Help out on the Wiki!

Are you an experienced KAG player with a bunch of free time and a drive to help new players learn the game?


kagwiki.com needs more love!


Hit up this thread for pages that need updating and to learn the system that everyone’s using, then either click here (or join quakenet’s #kag.wiki if you’re IRC savvy) to get organised and start putting together some quality knowledge!


The wiki (and hopefully the ability to edit it) will soon be accessible from inside the game so it’s important that it’s in tip top shape before then but we can’t get it in shape without you guys! It’d be great to see more people lending a hand there, so hop to it!


Geti

czwartek, 17 listopada 2011

Main Menus overhaul

This has been something that I have been postponing for a long time and there never is a good time to do it. Well now it is because I think the benefits are worth it. I am completely redoing the main menus as well as the auto-update launcher.


Players on Linux and Mac OSX don’t see the autoupdate in the black console that’s why the next version will have a nice graphical interface. (btw. haven’t yet found the reason for the crashes on OSX, working on it…)



Main menus will be completely new, much more intuitive and easy to use. There will be a couple nice things added like a “Quick Join” button if you don’t want to bother with the server browser and just quickly join the estimated best server.


These changes should be ready for next week.


MM

wtorek, 15 listopada 2011

Some Changes to run by the Community regarding Builders and Bridges

So you know that point in the game where you’ve just got your tower repaired from the last wave of enemies, cleared away any mess and you’re back inside? I can’t think of anything that ruins that more than spammy enemy builders.


I’ve just come out of a game where we spent 40 minutes or so repeatedly clearing drawbridges and ladders from our base, only to have an enemy builder come back and spam another 10 or so before getting killed. It’d then take us time to clear those ones out again by which point the builder would be back, spamming bridges at our wall.


Now, this doesn’t strike me as fun. At all.


As such, a few proposed changes:


  • Builders would only build while standing still (ie on solid ground, not pressing any buttons, not getting attacked) - this means no more jump building, no more spamming stones while running away in tunnels, etc. Ladder or bridge scaffolding would probably be more or less necessary to build a big castle or even a tall wall.

  • To compensate for castles being harder to build, the builder’s construction radius would be larger, perhaps almost double what it is now. Ideally you’d be able to build quarters and a roof for it without having to move.

  • Constructed Blocks would no longer get support from background dirt, only natural blocks would - this means castles in caves can fall down if they aren’t held together with background stone walls like outside. Basically, tiles underground would work the same way tiles overground do. The background dirt would just prevent overhangs of dirt from falling down.

I think this will make battles involving builders far less frustrating, and will make structures underground far less overpowered, as well as drawbridge- and ladder-spamming being less effective because the builder in question will have to actually be standing still at the bottom of the wall, not jumping at it spastically.


That said, I might have overlooked something, so I figured I’d run it by you before we make the changes. What do you think?


EDIT: A revised #1:


  • Builders have to charge up to build (based on the block they were building, ladders would take less time than stone blocks) and have limited movement while charging (much like a knight when charging their slash) (the time taken would be based on a serverside variable so that you can have instant building in some servers).

The build radius would still probably be increased to prevent the need for jump-building.


Geti

poniedziałek, 14 listopada 2011

KAG Minecraft Art

I thought this was funny enough to repost here (from the forums):


[IMG]


[IMG]


MM


And finally, he’s also done the archer:



Glad to have such a keen community!


Geti

niedziela, 13 listopada 2011

Some updates!

This has been a fairly hectic weekend!


Both days (which aren’t even finished yet, barely beginning in some parts of the US) have seen record traffic with a anywhere between 200 and 1000 logins per hour! This has seen the masterserver throw occasional tantrums and server owners complain of a hard kick in the bandwidth. Cheers to TotalBiscuit for the feature and to all those who’ve bought the full version over the last week!


On that note:


The Aussie servers went down at some point today and it’s still not quite clear what the issue is to me - I knew we were getting close to pushing the bandwidth cap over but I’ve heard tales of memory leak issues and I cant even ssh into the server at all to check, so sorry to any australian players! We’ll try to find a solution over the coming week, but it’d be great to see some fan-run servers pop up in the mean time so we can have some low latency fun.


There’s a guide to hosting a server here for those interested: http://kagwiki.com/wiki/Server


More news coming this week about our plans for the next release. Sadly, we’ve had to put off those undead things again for more pressing matters - getting the game more friendly for new players.


OSX build on the horizon too, had some… enormous bugs that’ve slowed the release.


Geti

środa, 9 listopada 2011

Hello new players!

We see a new big wave of new players again. Greetings to all of you! I hope you stay and enjoy the game because I promise you incredible fun times!


The game currently has limited tutorials and no introduction. So if you get right into the game and figure it out congratulations. It’s definitely worth it so give it a try. We’ll be adding new tutorials and single player challenges in the near future (like zombie mode!).


It’s worth reading what this game is about and seeing what you can get when you buy the full version of KAG. It’s a good idea to do it now, since this is a pre-order and you get a 60% discount!


KAG is a work-in-progress. If you run into trouble head on to our friendly forums. You can ask for help or post your own game idea suggestions. The forums use the same account and password as the game so it’s easy!


You can also directly talk with the devs, that is me (MM) and Geti on IRC.
Server: Quakenet
Channel: #kag


You should subscribe to the blog feed or join the KAG FACEBOOK PAGE and come back frequently because we have new updates every week on average!

poniedziałek, 7 listopada 2011

Master Playing Up

The master server that controls kag2d.com, kagforum logins and the ingame logins is playing up so KAG mightn’t work until we can get it fixed. Sorry for the delay, we’ll get it working again as soon as possible.


Geti



Unfortunately this happens whenever there is a big spike of new players. Master authentication is temporarily turned off. This means you won’t see yourself as a premium player nor guard until this is resolved.


MM

Build 203 released!

A quick patch hopefully solving some most important issues. Also added the long awaited server name on scoreboard and all players have a little class icon next to their names so you can quickly see how much of a given class is in the team already.



Changes build 200-203:



- added server name and address in scoreboard
- added class icons next to player names
- sword strike knockback is half power
- removed semi-stun from hit
- clash doesn’t work on slash
- less stun on fall
- game is not rendered after alt+tab
- unit_count can use floating point variables
- unit_count = 0 - no respawns; unit_count = -1 - unlimited respawns
- added sv_deltacompression variable (set to 0 in dedicated_autoconfig.gm to improve performance at the cost of bandwidth)
- sv_compression temporarily disabled (always true)
- limited CPU usage



MM

piątek, 4 listopada 2011

Build 200 'Player Customizations' released!

Good news for anyone who’s paid for the full version - you’re getting new stuff for your money now!


Remember this?



I’m sure you do ;)


Gender swapping is available to everyone using the Misc [BACKSPACE] menu.



Head customisation is now available to all paid players in-game in all servers. Enjoy wearing flashy hats, helmets and haircuts in-game! For those that have been hoping for a more custom (Do-it-yourself) form of customisation - patience! We’re contemplating adding that but will need to figure out a way of making it ergonomic for you guys…



Knight combat has been changed fairly significantly:


  • Two colliding hits will now bounce off each other!

  • Getting hurt interrupts charging (this applies to archers too)

  • Jab no longer stuns but does push away (this applies to builder hits too)

  • If two knights jab or slash at each other they clash!
    http://listverse.files.wordpress.com/2008/05/pirates.jpg
    Not actual game footage.

Other key changes include bridges being two way platforms and not blocking arrows (allowing for quite complicated team-only structures and elaborate traps, not to mention disguised pathways and more intuitive elevators than doorladders as well as being pretty crap for skybridging now as you can be shot with ease).


Just press [S] (crouch) on a bridge to fall off it.



The camera is now fixed on the player. You can scroll by moving your mouse to the edge of the screen. This change is mainly for new players (especially ones that never played Soldat). You can easily return to the old camera system in main menu -> Player.


An arrow indicating bomb throw direction, many UI improvements (catapult menu especially), a bunch of things to assist in making guards lives easier including the name of anyone causing a collapse in the console, and the usual pile of tweaks likely to garner a thousand complaints ;) (although we tested these for nearly a week to make sure they are good)


Changelog B190a to B200:



- added female characters (player customization) ([BACKSPACE] in-game)
- added head customizations ([BACKSPACE] in-game)


- Misc menu (backspace) doesn’t require to hold key
- bridges are now two-way platforms (drop from them with down key [S])
- arrows go through bridges
- removed Advanced Movement tutorial
- fixed arched not falling from top tree
- all objects now fall through bottom of map (flag respawns after falling there)
- increased pick radius of pie menus
- pie menu items are also selected with left mouse click
- fixed collapsed blocks not disappearing at the bottom of the map
- fixed not being able to build castle background over spikes
- fixed spiked castled background not giving support
- catapult fire progress is always displayed when in fire mode
- fixed catapult not changing team on fire
- fixed shield ladder not working on ladders
- removed “test” name above head
- tweaked bomb throwing
- added throw direction arrow on HUD
- fixed bomb wall bounces
- fixes in fast moving player/map collision
- optimized map collision code
- misc menu (BACKSPACE) doesn’t require holding the key
- fixed bridge open/close glitch
- rcon commands are logged in console ([RCON FROM PLAYER_NAME])
- admin/guard : [F3] key freezes [F2] key unfreezes player
- added “COLLAPSE by PLAYER_NAME” in console log
- can’t switch to team with units depleted
- removed tutorial box and emoticons from tutorial display
- fixed joining game errors
- added fixed camera on/off option in main menu (Player tab)
- lowered bomb jump velocity
- bridges can be built on dirt background
- removed material dropping when overloaded
- hovering mouse on player and pressing chat adds his name to chat (works for chat menu too)
- tweaked jumping
- help UI improvements
- 30% of fallen coins is lost (not dropped) on death
- near spawn respawn multiplier multiplies half the time for outpost
- HUD doesn’t fade out if typing in chat
- break time is now set based on a multiplier (lowest team size)
- unit counter is now set based on a multiplier (lowest team size)
- added 1 archer discharge frame
- fixed loadmap [name] command - loads the map from the folder Maps/[name].png
- added sword blocks when hot other sword
- bomb sparks turn red when approaching explosion time
Combat:
- you lose charge on being hit
- fixed slash on team player
- fixed knight hitting after being hit
- fixes in knight double slashes
- can’t hit or shield for 0.5s after being hit



Zombie survival is next on the TODO ( :D )


Geti

środa, 2 listopada 2011

KAG on IGF 2012 !

It’s official now. King Arthur’s Gold is in the competition for grand prize on the Independent Games Festival 2012. Here is its entry page.


It is pretty overwhelming to see so much games there (must be a couple thousand). I know KAG is the best game there, but will it be noticed by the judges?


MM