Dev diary: March 6th

Some updates on our work these days (which is mostly dedicated to updates as well 🙂 ).

  • We’ve continued work on new White Noise Online content:
    • 2 of the new characters are already finished, but the other 2 are still half-finished. Modelling is already finished, but texturing and animation will take a while yet.
    • The new scenario, set on a small and creepy island, is around 75% finished. Terrain and trees, grass, etc. is almost finished, but we still need to give it a few tests and place landmarks, etc.
    • We’ve added a 4 seconds countdown when starting a game in the lobby, to give players some time to select the characters.
    • Since the new content (specially the characters) might take a bit longer than expected, we’re not sure if we’ll wait until they’re finished for the update, or just leave them for the next version. Since there’s a rather nasty bug in the current version (the “black screen” issue mentioned in a previous post), it all depends on how many reports we get on the issue: If we see many people is suffering from it, we’ll submit the update right away, otherwise we’ll wait until the new content is 100% ready.
  • As for Avatar Farm Online, we’ve also worked on new content for it:
    • We’ve spent some time checking all the game economy and trying to balance things a bit.
      • Nothing too drastic, but we’ve increased a bit the earnings for some long-lasting plants (such as Pumpkins), and reduced money earned for some of the fast-planting crops (such as Clover or Melons).
      • We’ve also fixed many of the animals, some of them (such as Sheep) weren’t specially valuable, while others (such as Pigs) gave away too much money.
    • Although still in a very preliminary phase, we’re currently testing fishing ponds. Fishing ponds will be a new source of income, but we’re not 100% sure yet of how users will interact with them.
  • Zodiac5517 says:

    things are going pretty well keep it up, sorry i can’t talk much about this topic but i got to leave since 4th block has now begun.

  • SiaMoon says:

    Love what you’ve done with White Noise Online so far. Would it be possible at some point to create a map where you’re inside a creepy mansion or something like that?
    Keep up the awesome work fellas, I’ve recommended this game to all my friends and they’re loving it!

    • Soy1Bonus says:

      We’re now finishing a new open map, but the next one will be indoors 🙂

      • Zodiac5517 says:

        an indoor map will be kind of hard to make since the Enviromental hazards have to be either shrunk down or removed entirely from the map, second i’m not sure how well the path finding will do for the “Demon” in-game.

        • WaaghMan says:

          I think we’ve already thought of an ideal setting for an indoor map, so don’t worry (yet) 🙂

          • Zodiac5517 says:

            Quick and Simple, i was hoping for a ground breaking conversation about how the pathfinding will affect its movement in the map. Also i played your game Firing Range 2 the servers are kind of weak on it, i’m guessing its more of a budget thing so im not going to ask about it any further :/

            • WaaghMan says:

              Well, it’s just that we’re going to work on a map layout that is compatible with the current monster pathfinding system so we don’t have to rework it (which would probably add significant time on both code and modelling).

              As for the FR2 servers, not sure what you refer to (the Multiplayer mode maybe, or just the leaderboards), but it all depends on the number of players online, and for a game that’s almost over a year, it’s rather low.

      • SiaMoon says:

        Awesome, I can’t wait to try it out!