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Elemental: From Beta 4 to Gold to Day 0

Elemental: From Beta 4 to Gold to Day 0

Our public beta of Elemental lasted until Beta 4.

We’re going to be making the game available early to everyone who beta tested Elemental (planned day is either Sunday night or Monday morning) and anyone who pre-orders prior to Monday morning will get the game on Monday rather than having to wait until Tuesday.

A quick beta recap for those who didn’t follow it:

Beta 1: Began a year ago.

Beta 1 focused on game concepts and took place purely on the cloth map. In this beta, we talked about all kinds of different game styles we wanted to try to explore.

The key challenge of beta 1 was coming up with a game design that was sufficiently original, challenging, interesting and engaging for players.

Beta 2: Began early this year.

Beta 2 focused on testing the brand new engine that Elemental uses called Kumquat.  It is a 3D engine made specifically for the PC. What makes it special is that because it was made for the PC, it sacrifices memory usage for performance (consoles work the opposite – they have a lot less memory but great hardware).  As a result, Elemental’s hardware requirements are roughly the same as for Galactic Civilizations II allowing the game to run on a very large number of PCs.

The key challenge of beta 2 was performance and stability.

Beta 3: Summer

This beta deal with starting to put the pieces together. Tactical battles, economics, magic, spells, diplomacy, etc.  This was about getting the features in there and seeing what worked in practice (this is why sequels are so much easier – you have an established system).

Beta 4: July

Beta 4 was basically Beta 3 with the modding features enabled.

Beta 5: August

This was an internal beta where all our “stuff” came together.

Gold: August

This is the “release to manufacturing” version. There are actually several of these versions depending on what continent it’s going to for manufacturing with our RTM having been last Thursday evening.

Day 0: August 24th

This is the build where we get to do more polishing, AI improvements, tweaking, bug fixes, optimizations, etc.

Here are a series of screenshots for those whose last experience with Elemental was Beta 4 in order to outline some of the high level changes:

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Updated UI

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More to come…

300,218 views 107 replies
Reply #101 Top

Quoting Paradoxical, reply 102
With regards to changing battles from TB to RT, remember that Frogboy has repeatedly mentioned considerable costs were associated with overhauling the system. High costs means high man(or woman)-hours, which means it's not just going to be a simple matter of changing a few things around in python, it would require a considerable amount of rewriting and new writing, as well as defining new things such as unit abilities, spells, unit stats, and pretty much everything else about the game. It will be done, but I think this one is going to take a while. 

Stay optimistic though!

Paradoxical

*RT to TB ;)

Reply #102 Top

Quoting Raven, reply 83
The way things are set up now in tactical battles I notice something ...hmm, weird. Here's how it goes. You have two "Units" facing off. Unit "A" has 20 soldiers in it. Unit "B" has 15 soldiers in it. When one unit attacks another one guy from each unit steps up to fight while the rest just stand back and do nothing. Having battles happen that way means that the more units you have the longer the battle will take and as we all know there were/are tons of people who didn't want long battles.

That's just an abstraction.  While visually only one guy from each squad is fighting, damage is delivered to the squad as a whole.  You can see this in the most recent trailer where a guy swings his sword and the whole defending squad falls over.

Reply #103 Top

Quoting Mtn_Man, reply 104
That's just an abstraction.  While visually only one guy from each squad is fighting, damage is delivered to the squad as a whole.  You can see this in the most recent trailer where a guy swings his sword and the whole defending squad falls over.

It's like a bad western - hero fires one shot, 5 Indians fall off their horses. Even though it's just a visual abstraction, here's hoping it gets changed by release, looks rather silly :P

Reply #104 Top

Quoting Frogboy, reply 23



Quoting SilentScream,
reply 15
Just tell me you've fixed all the random crashes and I'll be happy.


We added tons of new random crashes. Rather than thinking of them as bugs, they're now documented as "random events". 

Any chance that you guys could put in a "Blue Screen of Death" random event? :)

Reply #105 Top

Quoting Frogboy, reply 23



Quoting SilentScream,
reply 15
Just tell me you've fixed all the random crashes and I'll be happy.


We added tons of new random crashes. Rather than thinking of them as bugs, they're now documented as "random events". 

ROTFLMAO