An Update on the Cloudbuilt and Super Cloudbuilt Updates
We know it has been quite a while since we gave any updates on anything here.
For that we can only say sorry. Things have been busy, and our day time work has kept us busy enough to not have much time for Coilworks lately.
However, things have calmed down a bit and we are finally back working on Coilworks stuff again.
So, we got two points we would like to update you all on.
The Cloudbuilt Update
We have pretty much finished the Cloudbuilt update, but we didn’t make it in time before the holidays this year. Due to the steam data we wanted to gather with this update, we are sadly unable to release this update during the holiday season or close to other sales. We have prepared a trailer and are quite hyped for this update, and will be releasing it as soon as we can in January. We are currently estimating somewhere between the 14th and 27th of January. We will inform you as soon as we know a more exact date. The update ended up a lot larger than initially intended. The current patch note list has 90 points on it, and we are not done writing it yet. You can see a snapshot of the current list here, but I don't think it is actaully readable ;) We’ll be announcing the details as we get closer. We are sorry for the delay, but we hope everyone will be excited for this update when it arrives! | |
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The Super Cloudbuilt Update:
The Super Cloudbuilt plans got held up as well, both due to us being busy, but also because the Cloudbuilt update ended up so much bigger than initially anticipated.
We have a hard time estimating when the full update will be done at this point, but we have been working on it a bit on the side too. There were quite a few points in the engine that got messy or broke as we merged the engine code from the Super Cloudbuilt release with the latest engine we used for Sky Tracers and Riftbranded. Most of those issues have been resolved, but we also stripped out some parts that we will rework, and we got some more parts that need to be stripped out and replaced. Mostly related to UI.
But as you can see here, we got most of the UI up and running too:
Due to the time needed to complete the full update, we have decided to do this in two steps.
First we will work to just repair the original Super Cloudbuilt, almost to the exact point of what is currently in the released version of Super Cloudbuilt, but using 100% Coilworks code.
We will do this in a branch and make it available to owners of Super Cloudbuilt while we work. That way we can hopefully get some help validating that we have not broken anything compared to the old/current branch.
When that is done, we can bring the game back for sale. But once we do that, we need to make the old branch of the game inaccessible to resolve some rights issue. Which is why all this is needed. This way we can also make sure that there is an as faithful as possible version of the original release version of the game available too, even after the future update is releasd.
Once all of that is done, we will re-enable the new engine features and start working on the big updated features we talked about in a previous post.
We hope to start doing pretty regular development streams on the Super Cloudbuild development sometime early spring. So stay tuned for updates on that if that is something that sounds interesting to you. We will cover both engine programming, game programming, design, effects, art, and level design. Pretty much everything you can think of.
Finally, as a small teaser for the Cloudbuilt update, I present you… a few seconds from a trailer draft:
We’ll be back with more updates on the Coilworks website soon/during next week!
Stay tuned to discord and/or twitter for getting notified when we post.
Thanks for your patience and support as always!