How May We Help You?

We’ve been incredibly busy since the annoucement of Mechadroids.  Most of this has been to do with infrastructure work and when we say infrastructure, we’re talking about everything that aids in game development, release and support.  It’s taken a lot of effort and a lot of time.  Reason being is that we want our procedures to support multiple projects, not just one, so a generic approach needs to be taken.

Initially, when we were developing Root Access and released the alpha test, we developed all our infrastructure around that specific project.  It wasn’t necessarily the right way of doing it, but it was the fast way of doing it.  In the end we made more work for ourselves when we started developing Mechadroids as we had to extend our infrastructure systems or clone them for Mechadroids.  Cloning them would result in duplicate code and more to maintain, it would eventually bite us in the derriere.  Extending was the better option but we figured we’d go back to the beginning and design in multi-project support from the start like good software engineers!  If you’re part of our community or waiting for the Mechadroids alpha test, you’re probably aware of the Deadworld ID system, which is our new single sign-on system for all our games and sites.  This was originally specific to Root Access, but the extra work was put in and now we can be sure that all new sites and projects will share the login system which makes things a lot easier to maintain and much more convenient for you guys!

Now, this post isn’t about the Deadworld ID system.  It is about a new addition to our infrastructure.  We realised we were focusing on our development, testing and release systems but we had neglected to put much effort into the support side of things.  Root Access had a feedback reporting system but was fairly minimal and we realised if we wanted our alpha tests to go as planned and maintain a good level of communication and support with our community we needed to revisit this area.

As a result, we give you the Deadworld Studios Feedback Centre.  Again, this is a complete ground-up rewrite of the feedback system that was built into the Root Access website, but this new site makes use of the Deadworld ID system, supports multiple projects and different types of feedback.  Some of you may notice it looks a little similar to the way Get Satisfaction works, that’s because we were heavily considering using it as it really appealed to us, but with very little revenue coming in we cannot afford it, but we had the skills to develop something similar that would suit us!

Please check it out, if you have any bug reports or suggestions about it… well, you’re already on the right site!

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Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC