Worlds Adrift

Worlds Adrift Dev Tracker




01 May

Post


BLIGHT 2.0

  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you're at risk of destruction (you're near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and 'dissolve' over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • The Blight will now smoothly fade out when it disappears. Also, it's now more visibly windy in weather ...
Read more

24 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
The best advice I can give you, or anyone is to go to http://www.gcping.com/

Look for Iowa and see your latency there.

If it's higher than say, 150ms, you might experience sub-optimal performance.

18 Apr

Comment

While I understand why you're doing this remember that you're going to be catering to an audience of people who exploit or want to break our game. That doesn't really make the kind of environment developers want to engage with. Making this all public will create a more hostile community and I for one will be more hesitant posting or reading here.

As a more "company" response to this, remember that:

  • Your rules are in contradiction with our own. Messaging us privately about these things is fine. Publicly teaching people how to exploit will get you banned.
  • Because of our focus on upgrading backend systems we won't be able to patch this stuff as quickly as we'd like. Despite your good intentions this is actually exacerbating the situation for us and the community.

16 Apr

Post
    Eternz on Steam - Thread - Direct


PTS Issues

On Friday we pushed the code we've been working on for the past couple of months to the PTS and we encountered the minor issue of most players not being able to login at all! This was highly likely given the fact that we've almost completely rewritten the entire login/logout system. We didn't however expect the issues to be this drastic as obviously we hadn't seen this during our QA process.

Initial observations indicate that logins work fine at first but then abruptly stop working completely. We can see this in the log history, green bars are successful logins, red bars are failures:



We suspect what's happening is a concurrency issue (such as a deadlock) that ... Read more
Post

On Friday we pushed the code we’ve been working on for the past couple of months to the PTS and we encountered the minor issue of most players not being able to login at all! This was highly likely given the fact that we’ve almost completely rewritten the entire login/logout system. We didn’t however expect the issues to be this drastic as obviously we hadn’t seen this during our QA process.

Initial observations indicate that logins work fine at first but then abruptly stop working completely. We can see this in the log history, green bars are successful logins, red bars are failures:

We suspect what’s happening is a concurrency issue (such as a deadlock) that only happens when there are enough players logging in at the sam...

Read more

12 Apr

Post


PTS - Update 30 Patch Notes

BLIGHT 2.0
  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you're at risk of destruction (you're near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and 'dissolve' over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • Initial Blight posit...
Read more
Post

PTS – Update 30 Patch Notes

BLIGHT 2.0

  • Improvements to telegraphing:
    • Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
    • If you can see particles you’re at risk of destruction (you’re near the destruction radius)
    • Destruction VFX will last longer. Now it will fade to black over 7.5s and ‘dissolve’ over 2.5s. Colliders should also be disabled halfway through the dissolving process.
    • New lightning VFX to make the Blight look more dangerous
    • Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
    • Blight is now visible from 6km away
    • Initial Blight position is no longer based on weather cell positions but on a K-M...
Read more

11 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
The last time we wiped was back in October 2018. They're not as necessary as before and as we develop the backend tech we can be more granular with what we reset.

The next planned wipe is for Update 31 which is a way off yet.

09 Apr

Comment

Skies of Arcadia is one of the direct inspirations yes, so the similarities are not coincidence :)


05 Apr

Comment
    BossaKirk on Steam Forums - Thread - Direct
Head to our Support Site [bossastudios.zendesk.com], make a ticket, and we'll take a look. :)

03 Apr

Post

Greetings Travellers,

For my last Tech Tuesday, I described how we are going to save all of the offline ships in the world and then delete them all in a subsequent update.

Well, it turns out that as of late the PvE deployment, in particular, has been really struggling with the sheer amount of ships in the world so strange bugs such as ships not appearing have started to happen much more frequently.

Due to this, we’ve decided to bring forward the work of deleting all of the offline ships and respawning them when registered players login. I completed the work to delete offline ships today and the results are even better than we expected, so here are some graphs!

First, here’s the graph showing the number of entities in the world:

...

Read more
Post


Greetings Travellers,

For my last Tech Tuesday, I described how we are going to save all of the offline ships in the world and then delete them all in a subsequent update.

Well, it turns out that as of late the PvE deployment, in particular, has been really struggling with the sheer amount of ships in the world so strange bugs such as ships not appearing have started to happen much more frequently.

Due to this, we've decided to bring forward the work of deleting all of the offline ships and respawning them when registered players login. I completed the work to delete offline ships today and the results are even better than we expected, so here are some graphs!

First, here's the graph showing the number of entities in the world:

... Read more

02 Apr


19 Mar

Post


Knowledge And Scanning Revamp

Update 30 will bring the first big changes to scanning and progression in Worlds Adrift.

First things first; scanning has been heavily reworked. We have removed the need to scan every individual object in the game. They no longer give any knowledge but their description text remains. From now on knowledge is primarily gained from databanks, lore pages and salvaging schematics.

Another quality of life change we’ve made is a new cursor icon when holding your scanner and it will change colour to highlight when something is in range to scan.



These features have also been added to the other tools such as salvage and shipbuilding tool.

We’ve also added the ability to “complete” islands... Read more

18 Mar

Post

Knowledge And Scanning Revamp

Update 30 will bring the first big changes to scanning and progression in Worlds Adrift.

First things first; scanning has been heavily reworked. We have removed the need to scan every individual object in the game. They no longer give any knowledge but their description text remains. From now on knowledge is primarily gained from databanks, lore pages and salvaging schematics.

Another quality of life change we’ve made is a new cursor icon when holding your scanner and it will change colour to highlight when something is in range to scan.

...

Read more

07 Mar

Comment
    Fureniku on Steam Forums - Thread - Direct
Worlds Adrift is built on new and upcoming server software SpatialOS - In fact, Worlds is the first game to be released with SpatialOS (and very few have followed). SpatialOS itself is still in development, and that means a beta game is being built with beta software. There is no "handbook" for problems that may arise - Improbable are giving Bossa loads of support of course, but that's all they have and so things will take longer.

Judging from the tone of your message I assume you yourself are also a games developer? If so, it might be worth checking out SpatialOS to see the benefits it can offer - but also understand why some things may take a little longer. It has a free trial :) https://improbable.io/games

05 Mar

Post


Greetings Travellers,

Worlds Adrift hasn't been wiped for quite some time. On the PVP that's not really a big deal because people blow each other up, but on the PVE server it means this:



Yup, that's a lot of ships, specifically offline ships…

Recently we put in place optimisations to reduce the impact of offline ships on the servers, but it's impossible to completely remove all impact, in particular from the system that periodically saves the state of the entire world to disk every 10 minutes in case the servers die.

Here's what the server load looks like:

... Read more
Post

Greetings Travellers,

Worlds Adrift hasn’t been wiped for quite some time. On the PVP that’s not really a big deal because people blow each other up, but on the PVE server it means this:

Yup, that’s a lot of ships, specifically of...

Read more