And we'll do a live stream on YouTube to show some stuff off if we can. So the tl dr: SEGS is still chugging along, and we'll have an Alpha release by late winter this year 2020. In 3 months we should have: Working login process ( so engine bound to SEGS network layer ) Support for importing/loading maps in editor I asked about a 3 month outlook and was told. The new game editor is "there" but disabled pending some work to flesh it out better. So where are we now in terms of the server? Glad you asked.Ĭurrently we're preparing pre-compiled engine release for windows and re-integrating the new engine into the SEGS-linux build. References to old stuff is being removed, because we also did some house keeping with regard to the website and forums. This solved more problems then it created, so it was a win! with the changes brought by the decisions made with going with the open source Godot game engine, some of the "from scratch" code that was written to get us to v0.7, needed to change or even go. Well, we're doing 'Autumn Cleaning' now! We're cleaning up the structure of the project files and layout. We've gotten to a point now where we can share some more info on the project and what we're working on.
But real life/meat space events took precedent as it usually does, and things slowed down. While we have been kinda quiet, work has been done. The stated goal is still the same, with some modifications, mainly using an older version of the client to start out with instead of the Issue 0/1 client when the project originally began. You can read some of it in preceding posts here in this sub. Greetings fellow citizens of Paragon City! A note was slid out from under the darkened developer's room door, and we would like to share what it (kinda) said.Īfter the "pivot" (obvious SV ref) we started on a new path for SEGS.