May 2018 Week 2 release
Hey guys! We're back with another release. This one focuses more on enhancing the engine and fixing issues with previous builds. So here's a list of what's changed.
- Fixed a bug with the Vorbis loader where duplicate samples were being loaded into MonoGame causing audible hitches with looped sound effects.
- Advanced Audio Player is even more stable and works a lot better.
- Added a cutscene to the beginning of the prologue that better introduces the game's storyline.
- Fixed an issue where fullscreen terminals showed a scroll bar even though fullscreen terminals are meant to give the impression that the GUI system hasn't loaded yet.
- Revised thelma's chat in the Prologue to be more readable.
- Fixed an issue where Anders Jensen - Troubled Hearts would continue playing on loop even after completing the Prologue Tutorial.
- itch.io logins can now be cancelled and the game no longer hangs while waiting for itch to call back into the game.
- Windows can now be maximized in Peacegate OS and they will not cover up the desktop panels.
A word on the Peacenet Backend and the future of Blended Multiplayer
For those of you who don't know, Peacenet uses a "Blended" Multiplayer experience. This basically means that even in Singleplayer, you are still technically playing multiplayer. You're just connecting to a locally hosted server on your system that's configured to only let you connect and configured not to require itch.io login to connect. This is similar to Minecraft and was implemented as an effort to give the game one API across both singleplayer and Multiplayer.
However, due to various performance issues with Singleplayer, and security issues with Multiplayer, we have decided to do two things.
- Completely redesign the Multiplayer server to make it faster, more secure, and more extensible. We're already working on this and despite code not yet being available, you'll be able to find the Peacenet server at https://github.com/watercolor-games/peacenet-server.
- Completely abandon Blended Multiplayer - Having one API for both game modes can be achieved very easily using C# interfaces. I was a bonehead for not realizing that. I can very easily make a completely client-side singleplayer experience and retain all Multiplayer features of the game while retaining the "One API Fits All" principle. So that's what I'm going to do.
This will be the last ever build of the game that will start a multiplayer server up for Singleplayer. Awesome.
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