Alpha 1.3.1 Update

After the recent server instability, we decided it was time for some more actual bug fixes and a few small features.


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Server Instability

This is a quick note about recent server issues. Over the past ~week our server has been not super stable. This is not the fault of our game server, but rather of our hosting provider. They have been experiencing some instability in the data center.

Due to this, you may have noticed that you cannot always connect to the game (or the forums). We are sorry about this and are working on resolving the issue, but it is mostly out of our control.

We’ll keep you posted on the status. But for now, if you can’t get in to play hopefully you can try again later and have a bit of fun then 🙂

Alpha 1.3 Update

achvsRemember when we mentioned in the last post that the next update would be a lot more fun? Get ready for some awesome new features!

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Alpha 1.2.2 Update

This update isn’t too exciting, mainly because we’re still fixing bag-related bugs.

The next update should be more fun, but this is not the next update.


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After the slew-and-a-half of bugs introduced in the last update with bags, we thought it would be important to get a quick update out to fix them before we worked on too many new features.
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Happy Holidays!

10000quoins

We were going to wait until December to give this gift, but we couldn’t wait and thought you all might appreciate it while you’re home this week. Sorry it’s not an update (quite yet), but it’s still pretty great.

What could a giant 10,000 over a whole bunch of quoins mean?

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A programmer walks into a bar and asks the bartender for 1.00000000000003123939 root beers. Bartender says, "I'll have to charge you extra, that's a root beer float." Programmer says, "Better make it a double."

Programming humor

Continuing with our behind the scenes series, I wanted to talk to you today about some of the tooling that we use as a team to get stuff done.


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To stay interesting between releases, we decided to write a series of behind-the-scenes posts, explaining how we do things internally to produce our game. So here goes the first post, about our team communication.


Slack

Most of our communication is through the CoU Development Slack team, (Tiny Speck created a second great product, if you’re considering using it for a team!)

The Slack team, with my usual annoyances about supporting browsers from the last millennium.

The Slack team, with us discussing my usual annoyances about supporting browsers from the last millennium.

In the Slack team, we discuss new features, user feedback, blog updates (notice the right sidebar), store things for later reference, monitor deployment, and a lot of other things.

The Outside World

Not only can we communicate with each other through Slack, Robert has set up all sorts of fancy integrations with the game and other things. When you send emails to [email protected], the messages show up in our communications group, where we can use the /email "<email>" "<subject>" "<message>" command to reply.

We also get notified of new tweets mentioning Glitch/CoU-related accounts in the #twitter channel. We can all tweet as @childrenofur in the communications group by using the /tweet <message> command.

Google+ Hangouts

Another large amount of communication is through Google+ Hangouts, which we use for communicating things that we don’t feel like typing (or need to do quickly/together, such as releasing game updates), and for live development time with video call screen sharing.

Paul and Robert celebrating another successful update.

Paul and Robert celebrating another successful update.

We were also considering doing live public development sessions, or recording a few for you to watch, if you guys want us to. Say something in the comments if you would be interested!

Trello

We communicate goals and feature timeline planning through Trello, a great list organization tool.

I hope I'm not supposed to be keeping this private or anything...

I hope I’m not supposed to be keeping this private or anything…

Here, we keep a list of cards for each planned release time goal (sooner/higher priority to the left, larger undertakings to the right), and each card is a feature we want to put into the game.

Trello cards can contain files, checklists, which are great for marking which steps to implement a feature have been taken and which ones still need work, and members (“here, I want you to do this one thing, but I’ll do another thing”).

It’s pretty satisfying to archive a card when you’re done with it.


That’s it for this post! All three of these tools are great and we strongly recommend them (no, we do not pay for any of them and they do not pay us to love them. They’re just awesome!)

Alpha 1.1 Update

We just released Alpha 1.0.0 a few weeks ago with tons of new features and a few bug fixes, but it also created a few new bugs and there are always new things to add, so here we are.

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