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Topics - khornel

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31
New releases / Alpha 2 released
« on: April 13, 2015, 03:03:54 PM »
I expect Software Inc. to release on Steam the 1st of May. The date is not set in stone, but it is what I requested from Valve. If you have bought the game before it releases on Steam, you will get a Steam key, otherwise you will not. The Steam version will differ from the offline version, which you can buy on this site, in that it does not require a license key, it will have Steam integration and also Steam DRM, which means the game won't launch if Steam is not launched. The offline version will therefore not benefit from the Steam workshop, stats or achievements, when those things get added to the game. However, the offline version will be DRM free, at least in the sense that you only need a license key to activate it.

If you have kept up to date since the release of Alpha 1, this is not a big update.

Major changes since the initial release of Alpha 1 include:
  • Software types, features and furniture are locked to specific times, you can add an <Unlock>1980</Unlock> tag to the SoftwareType root XML node, or feature root XML node to lock it to a specific time.
  • You can pick what year to start from when you start a new game, of course limited by the scenario you have picked.
  • Abilities and education level is no longer in the game
  • A specialization system has been added, which adds a sub-component to the skill system. Adding 3D to a game will now require artists that are actually specialized in 3D art, etc.
  • The reputation system is now discrete. You start with one star, and you can get up to six starts, where each star adds some perks.
  • Mod functionality has been updated. You can now override in-game software types by adding override="True" to the root SoftwareType XML node, and you can add a <Delete>TRUE</Delete> tag to the root to completely remove a software type from the game, except for Operating Systems. You can also completely replace a software type by simply creating one with the same name as one in the game, which will work for Operating Systems.
  • The modding system has become more strict in what it will accept, you will be warned if and why a mod cannot be enabled.

Next version will have a MAJOR change, which has been on my mind for a while and has also been suggested here. It will not affect the main game that much, but it is a really big and cool addition. I will keep it secret for now.

32
Announcements / Major mechanic overhaul
« on: April 03, 2015, 01:06:49 PM »
Up until now, my plans were to work on a Steam release patch, before I started work on alpha 2. However, a new mechanic has forced me to put the current progress in a separate alpha version altogether, so that new players won't need to get acquainted with how the game works now. What this means is really that patch fixes for alpha 1 will be somewhat delayed.

I would love your feedback on this before I start working on it, so please write anything that comes to mind.

Specializations
First of all, the education mechanic is getting removed completely and a new specialization system will be added.

All software features, which are not forced, will be categorized in to specializations, e.g. 3D for Operating Systems, Game Engines and Games will all be a part of a 3D specialization.

Each employee will have a skill level in each of these specialization categories, separated between design, code and art. The current skill system will stay, but it will be harder to level up and it will act as an upper skill limit for specializations and a measure of incompetence in other fields.

Specialization skills will increase as employees work on software that has features in each specialization, depending on their individual complexity. It can also increase by sending employees off to education, which will be much more effective. As with the current education system, specialization skills will decrease over time, as employees get behind current technological advances, if they aren't kept up to date.

Finally, specialization skills will control how much quality an employee can add to a product and how fast. An employee with zero networking skills won't be able to add quality to the MMO part of a game for example.

A benefit of this system is it's intuitiveness; it makes much more sense to say "I need someone who is specialized in network programming or 3D art" than "I need someone who has at least 50% design education"

33
New releases / Alpha 1 released
« on: March 30, 2015, 11:56:18 AM »
Still have not tested this release on Mac, so if you own one, please do tell me if it works correctly.

Major updates include:
  • The newspaper
  • Basement
  • Better right click menu

I'll release a quick fix and then it's on to Steam.

Next version will include crowdfunding, impatient fans and better mod support.

34
New releases / Pre-alpha 10 released
« on: March 15, 2015, 11:53:57 AM »
Older saves no longer work!

I have not tested this release on Mac, so if you own one, please tell me if it works correctly.

I have removed the "Personal edition" splash, really didn't like it.

Major updates include:
  • Physical servers
  • Distribution channels
  • Difficulty settings and some balancing
  • Main menu overhaul
  • Ramp up time for new employees on old projects

As always, I'll probably release a quick fix if there are any big problems. Next version will include newspapers and reviews and will promote Software Inc. to alpha and Steam, I promise this time!*

*Maybe

35
New releases / Pre-alpha 9 released for Windows... I LIED!
« on: March 04, 2015, 11:24:09 PM »
ONLY APPLICABLE TO WINDOWS USERS!(Keep your old version just in case, the Unity 5 upgrade went a little fast)

I know I wrote in the last announcement that the next update would put us at Alpha 1 and that there would be HR management and Crowdfunding, but due to the amount of bugs fixed, the interface overhaul and Unity 5 release I've decided to make a midway release.

You will probably notice the Unity splash screen pops up saying I'm using the personal version, I actually own the pro version, but since I'm in debt I'm considering asking for a refund. I don't need the pro features after Unity 5 released.

I expect to release on Steam soon, so I would really appreciate your opinions on whether you think the game is ready, note that I will finish HR management and Crowdfunding before a Steam release.

Major updates include:
  • NEW FURNITURE!
  • NEW SOUND EFFECTS FOR THE ENVIRONMENT AND CARS!
  • Overhauled UI
  • Up to three colors for individual furniture
  • More control over room color/material, with an option to save your room style with your game and use it as default
  • A lot of balancing on auto dev and the development phases in general
  • Upgrade to Unity 5, you shouldn't really feel this, other than the splash screen and the tiled floor looking much better

36
Announcements / Software Inc. has been greenlit
« on: February 23, 2015, 09:47:28 PM »
Software Inc. has been on Steam Greenlight for a little under 2 months and I can now begin the process of getting it on Steam!

I plan to hold off for some time, at least until the game has all the base features down and is fully playable without any game-breaking bugs. I will distribute Steam keys to anyone who has bought it on here until it gets on Steam. Since I don't know Valve's policy for distributing keys outside of Greenlight, I might disable buying the game directly from me after a while.

I'm super excited about this! Steam Workshop seems like an interesting opportunity for the modding system.

37
New releases / Pre-alpha 8 hotfixes released
« on: February 21, 2015, 03:49:21 PM »
A last minute patch has been added to Pre-alpha 8, this fixes some major game-breaking bugs, including:
  • Pathfinding bugging out in certain cases
  • Windows and doors are loaded in an incorrect position in certain cases
  • Artists don't actually work, ever
  • Placing certain types of furniture spams a tick sound

Furthermore, it adds deferred rendering, which enables rendering more lights without a huge performance hit. It also enables individual shadows to each light.

You should receive a mail about in the following hours/days, sorry for the trouble. There will be no more updates before Alpha 1.

38
New releases / Pre-alpha 8 released
« on: February 20, 2015, 03:11:51 PM »
Pre-alpha 8 has been released and you should receive a mail in your inbox about it shortly.

Big changes include:
  • Cars (Purely cosmetic)
  • You can see the dimensions of a room when you place it
  • Legends can be toggled in the company chart window and you can zoom/pan the chart
  • Entire buildings can be selected in the right-click menu, which selects all adjacent rooms
  • Stock trading now depends on reputation
  • A couple of new abilities and immortality has been replaced with just not dying before retirement
  • Rooms can be set to only allow specific people, e.g. artists, or be used for lounging
  • You can now have too many/too few working on a project
  • More information in the design document

Fixes include:
  • Auto development actually works
  • Marketing actually works
  • Reputation is no longer stuck at 0%
  • Rooms can be destroyed in any order
  • Selection is disabled while placing stuff
  • Save file corruption due to faulty window/door room parenting, old save files should work again
  • Save files load faster due to not recalculating while loading

Software Inc. Alpha 1
The next update will promote Software Inc. to Alpha status!!
Changes will include Crowdfunding and delegating HR tasks to team leaders!


Thank you for your support and enjoy!

39
Support / Bug tracker
« on: February 17, 2015, 04:22:10 PM »
If you want to submit a bug report you can signup for the bugtracker here: http://softwareinc.coredumping.com/bugtracker

When you first log in, you won't be able to add issues. I will authorize you ASAP, but it might take a day or two. Please signup with the same mail you bought the game with, as I will be using this to keep out spam.

40
General Discussion / MOVED: bugs
« on: February 15, 2015, 03:34:47 PM »

41
Modding / Modding How-To
« on: February 15, 2015, 07:53:14 AM »
Download the test mod from here: http://softwareinc.coredumping.com/TestMod.zip.

The folder "TestMod" inside the zip file should be put in the Mods folder, in the root directory of the game.
The mod will appear in the New Game screen with the same name as the folder.

You can read a modding guide here: http://swinc.net/wiki/index.php?title=Modding
It is not yet complete.

42
General Discussion / Welcome
« on: July 10, 2014, 02:30:43 PM »
Do you have any questions about the game or the development, ideas or just something pertaining to the general theme of Software Inc.? Then please knock yourself out and post something.
I'll do my best to get back to you on any questions or feedback.

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