Hello and welcome back to Logic World Wednesdays! In case you missed it, this week we announced Logic World’s release date: March 13, 2020.
We’ve got a big Wednesday for you today, so let’s get started!
Hello again, everyone! Thank you for your comments on my piece Endless Curiosity. I really appreciate the feedback. Today I’m happy to share another sample from the soundtrack. This one is from As We Change, a piece about the ebb and flow of learning new things. I look forward to sharing more of the soundtrack in future Wednesdays, and I look forward to chatting with you on Discord!
This week I have been giving some love to the skies of Logic World.
This is still very much a work in progress. You’ll be seeing more gorgeous skies in future Wednesdays :)
This week I’ve been working on setting up an automated CI service. This service will automatically build (and optionally publish) the game in the cloud, which is super easy and convenient for us.
This is a picture of a successful build:
We are using SemaphoreCI as our CI provider. As you can see, we are currently building for Linux and Windows, with MacOS coming soon.
This is an overview of the stuff that happens during a build for a single platform:
(Note: steps 4 and 5 are not yet implemented)
We’re going to start beta testing very very soon, and during beta testing we’ll be building and deploying the game several times per day. So it’s important that this complex task is automated for us.
Our website, logicworld.net, has had some issues in the past, like comments being duplicated and posts not working. More often than not the hardest part about solving these problems was identifying what parts of the site were causing the problem, which required digging into the logs to find out the exact message and stack trace.
This is the main reason I decided to implement an error logging system, which will gracefully detect and notify the user about any failed requests that have been executed, as well as helping us identify the errored request through the use of a request ID.
Thanks to Felipe’s excellent work on the integrated server (you can read more here), this week I’ve been tightening up the flow of the game between macrostates. We can now connect to an external server, then disconnect, then connect to a local server (singleplayer game). Furthermore, I’ve added loading screens and an error screen – though neither is particularly pretty right now, so I’ll show those off when they are :)
I’ve also added the ability for you to run commands on an integrated server. Everything is now seamless; we’ve fully merged the client and server software into one smooth and sexy game. Of course, the standalone server software will still be available for those who want to run dedicated servers.
I added some hotkeys for managing your hotbar!
With these hotkeys, I’m opening the selection menu less than half as much as I used to when I play the game. Once you get used to them, they’re a real time saver.
See you next Wednesday!