War for the Overworld

War for the Overworld

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Jul 13, 2023 @ 5:23am
Hotfix: Newsletter Signup & Postal Worker Skin Unlock
Read all about it!

View full event information here:
https://steamcommunity.com/ogg/230190/announcements/detail/3672171270363627824
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Showing 1-12 of 12 comments
popmanbrad Jul 13, 2023 @ 6:00am 
thank you brightrock games i can finally have a fancy worker skin
Noontide  [developer] Jul 13, 2023 @ 6:36am 
Originally posted by popmanbrad:
thank you brightrock games i can finally have a fancy worker skin

:wftogrin:
YouMoMCallME Jul 13, 2023 @ 7:06am 
Thank you !!! Amazing game !
Thyrus Jul 13, 2023 @ 7:31am 
One more worker skin added to my collection...
Can't wait to do the same with Medi in Galacticare
Psychonosis Jul 13, 2023 @ 3:22pm 
I'm getting the following when trying to sight up on your website: Subscription Error: <!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN"> <html><head> <title>301 Moved Permanently</title> </head><body> <h1>Moved Permanently</h1> <p>The document has moved <a href="https://newsletter.brightrockgames.com/subscribe">here</a>.</p> <hr> <address>Apache/2.4.18 (Ubuntu) Server at newsletter.brightrockgames.com Port 80</address> </body></html>
Noontide  [developer] Jul 14, 2023 @ 2:25am 
Originally posted by Psychonosis:
I'm getting the following when trying to sight up on your website: Subscription Error: <!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN"> <html><head> <title>301 Moved Permanently</title> </head><body> <h1>Moved Permanently</h1> <p>The document has moved <a href="https://newsletter.brightrockgames.com/subscribe">here</a>.</p> <hr> <address>Apache/2.4.18 (Ubuntu) Server at newsletter.brightrockgames.com Port 80</address> </body></html>

Which website? We maintain a few :)
Badwolf66 Jul 14, 2023 @ 5:40pm 
Thanks Noontide.
Do the developers not want to optimize the game?
fixeddotdice Jul 16, 2023 @ 10:00am 
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Noontide  [developer] Jul 16, 2023 @ 11:23am 
Originally posted by S.I.N:
Do the developers not want to optimize the game?

The game is well and truly in maintenance mode and has been since 2018. So the simple answer to the question is: Of course we do, but there's only so much that CAN be done within scope.

The more in-depth answer is that despite it being in maintenance mode Patch 2.1 in 2021 delivered some significant performance optimisations more than doubling the FPS achieved in some cases.

There are limits to what can be done with WFTO however, it's built on a now very aged version of the Unity Engine and has plenty of technical debt under the hood, the most egregious performance issue I'm aware of is the garbage collection stutter which can occur in heavy levels.

This is a problem with the engine utilising a GC algorithm not optimised for the type of game that WFTO is, it's a problem that's addressed in newer Unity releases but this isn't something that's easy to bring forward without an amount of work that is beyond the scope of WFTO's maintenance cycle as we'd likely have to rebuild significant chunks of the core game code.

It's simply the nature of development, of course everyone, players and developers want their games to run as smoothly and optimally as possible but only we as developers see the costs of undertaking significant refactoring.

Which when weighed against the need to progress on new projects to support the studio and the people who work here so that we can continue to support our families is a foregone concluision.

That isn't to say that we're not thinking about optimisation and performance moving forwards.

We've taken the technical lessons from WFTO forward and are applying them to our next game we've developed our own ECS and tech stack that allow us to easily utilise the power of multiple CPU cores and keep the game running much more optimally. Again this isn't something we can easily retrofit to WFTO because it requires the way the game is constructed to be entirely different.

Progress sometimes means that you have to say that something is good enough and move onto the next "big thing" doing that will mean that one day the next "big thing" will be a game that follows WFTO's legacy with all the lessons we learned from it and any title in between.
met44 Jul 17, 2023 @ 4:53am 
Interesting post @noontide, i'm very curious about why you made your own ECS instead of using unity's DOTS ?
Noontide  [developer] Jul 18, 2023 @ 5:37am 
Originally posted by met44:
Interesting post @noontide, i'm very curious about why you made your own ECS instead of using unity's DOTS ?

A fair question and I won't pretend to understand any of the intricacies on how our ECS (Ravioli) varies from DOTS and whether DOTS might be investigated for the next title or whether we'll continue to develop our own in-house solution. That's a question for the code team :)

But the answer as to why we didn't go with DOTS is simply that it didn't exist when we started building the technical foundations for Galacticare.

Development on Ravioli started shortly before War for the Overworld wrapped sometime around late 2017 and early 2018, and was already the working foundation for Galacticare by the time DOTS was announced and certainly before the first preview builds were available.

When DOTS was announced it was talked about but we knew it was a long, long way from finished and as we had already started and had a working ECS that we could build upon it simply made more sense to carry on rather than wait for Unity to catch-up.

I hope that answers your question :)
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