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"The Email"

Update #26 · May 23, 2013 · 42 comments

Hello everyone!

If you are proficient with the modern marvel that has become known as "The email", then you may have noticed that you have received a key to our VIP members area. This area will allow you to download Kickstarter rewards, keys and early alphas of the game.

Since the mailing I have answered just over five hundred support emails, so to avoid getting thousands more, I'm going to give you a quick FAQ:

I did not get my key.

Have you checked your junk mail folder? Your key will likely have arrived between Monday and Thursday last week.

The site does not recognise my key.

Make sure you put the full key without spaces at the start or end. A complete key should look something like this: "Kickstarter-0010-59a296dd-3dz5-454c-a286"

I downloaded one of the tech demos or alpha builds, but I get a black screen. I am on ATI hardware.

Update your graphics card drivers to the latest stable release: Version 13.4.

I still get a black screen.

Your current GPU might not support OpenGL 4. I am working on some simplified shaders that will let you run the game. Otherwise ensure that you are not forcing antialiasing or other graphical effects in your graphics card's control panel.

When will Linux builds be available?

I'm uploading the Linux build of the 0.26 tech demo late tomorrow. The 0.27 Linux build will be released in parallel with the Windows release.

When will the Mac builds be available?

Sometime soonish, earlier builds of the game have been running on Mac, but some of my fancy new graphics might need tweaking for Apples "quirky" GL support.

Can I stream/YouTube the game or tech demos?

Not yet. But I have written a license for the 0.27 alpha that will allow you to stream and monitise footage of the game.

If you need further help, email me on Support@MaiaGame.com and I'll get you sorted out.

Ok now that's out of the way. I'd like to talk about development for a bit.

Firstly, I mentioned I hired a writer, and I'd like to take the time to introduce him. However I don't have said time. So I'm making him introduce himself! Ladies and gentlemen, Mr Paul Dean:

Hello!

Simon has asked me to tell you all a little bit about myself, so here's a very, very short biography that omits the time I was on television because I was excited about a train.

I'm a freelance writer and I've been writing mainly about video games for quite a long time now. Far back in the distant past of 2001 I started writing for a bunch of different magazines such as PC Format and PC Gamer. I spent a lot of my time talking about and reviewing games, but I was also keen on writing longer, research-based work and I like digging to find the information I need. I was writing for money up until 2005, before I moved to London to be a student and live in a basement.

Over the last two years, I've returned to freelance writing and you might have seen some of my work on sites like Eurogamer, IGN, PCGamesN and RockPaperShotgun. I'm also a big fan of board games and two years ago the very handsome Quintin Smith and I set up Shut Up & Sit Down, a site and show about board games that's been syndicated by Machinima and Penny Arcade. All this stuff keeps me very, very busy with the whole word business and I like it very much. I'm particularly excited to be able to join the Maia team and contribute to the game, even though the people I'm working with are disgustingly talented and make me look like a pitiful, primitive insect in comparison.

My favourite authors are Kurt Vonnegut and Ursula Le Guin, my favourite food is Italian and my favourite chord is either A minor or B minor. I was a published poet when I was eleven (oooh), I don't have a driving license and I have sniffed William Shatner. Further information is available upon request.

Secondly, Kris, our character artist will be leaving our almost-full-time employment soon and will be picking up work from the project on a more sporadic basis. He's been polishing off the backer heads recently and has done a rather sterling job of it!

Word on the street is he is going to be doing a little work on Mike Bithell's exciting upcoming project.

Development on the game has progressed in stops and starts. I never got to the bottom of the ATI bug that plagued me for over a week. The problem solved itself in the latest drivers. Frustrating, but I'm glad that it is now behind us.

I was also delayed several days by the Indiegogo key mail out that suffered a 90% failure rate on Hotmail/Live accounts. Took me many hours and a lot of detective work to find out that Hotmail now treats plain text emails as spam and deletes them before they even reach the junk folder. Thankfully the Kickstarter keys went out without a major hitch.

That said, other things have progressed fantastically. The weather effects look far better than I had imagined they would, and coupled with the awesome 3d sound middleware the world has really started to come alive. The animation system, now completely rewritten, is pretty fantastic and flexible, allowing Leanne's animations to really bring out the character of the colonists.

We also have four of the core rooms ready to go into the game, doors, and lots of new plant life. Rudi has been plugging away at that solidly for a good two months.

Code-wise the game's simulations are starting to hook together behind the scenes. The electrical grid simulation is working well, as are the core components of the climate interactions. The bulk of the work now will be exposing it all to the player in a meaningful fashion.

AI is next on the agenda. I have started from scratch on a new system based on something similar to that of "The Sims" by Maxis. It is not entirely dissimilar to my previous AI, but works in a more unified fashion and allows us to give the creatures more complex needs, adding depth to the game play.

I will be releasing the 0.27 alpha next week that will showcase the features mentioned above. I haven't set a date for it yet, so keep an eye out on the forum for specific updates.

Cheers

-Simon

42 Comments

Why is a laser beam like a goldfish?

Update #25 · Apr 6, 2013 · 41 comments

Good morning!

It's been a very busy few weeks. Time to get you all back in the loop.

Pre-alpha tests

I've been working with some other indie devs and group of randomly selected backers, as well as posting some test builds of the game's engine on the forum, in an attempt to catch any embarrassing show stopper bugs before we go live. We managed to do a Linux and Windows test in the last week. It was a pretty intense few days of trouble shooting and fixing bugs in realtime.

Linux test

I was expecting this to be a complete nightmare, but the majority of testers found it stable and performing at or above my expectations. The game runs at a playable speed on ATI hardware and NVIDIA testers got impressive performance.

Windows test

Sadly this test had a show stopper. 64 bit Windows 7 users with ATI graphics suffer a major crash as soon as the game opens. (For the programmers among us: It's seemingly caused by a stack overflow in ATI's driver). I had assumed that if I developed on ATI in Linux (notoriously bad), that it would guarantee stability on Windows, but that's, annoyingly, not the case. I will work my arse off to ensure that it's fixed before the full alpha's are downloadable.

NVidia users had much better luck, and we even had a handful of cases of people getting hundreds of frames a second on 580 and 670 cards. (This is actually very good news for everyone as it also points to a specific bottleneck on middle range machines)

Website

Most the issues with the site are now fixed, and I have most the keys for the Indie Hug Bundle Ready to go. I just need to process all the survey data to send out the logins.

Animator, rigger, writer, creature designer, spy.

We now have an animator working in the team. She's busy getting the colonists moving about at the moment. Walking, running, limping, patrolling etc. Next month we will start getting in some more detailed things in like colonist interactions and a wide range of hammed up death sequences.

I've also spent a few days picking through portfolios of artists to help me re-visualise the game's fauna. We should have the five native creatures in development very soon.

We also have a writer on board who will be helping me distill my thinkums into written words.

Rudi has been working on a whole bunch of assets and has just completed the reactor room and lab wall and floor models. With all the new meshes and textures, game is really starting to look like my vision for it.

Kris has been working on the backer heads. We have eight or so heads ready now and the colonist body models complete. He'll start working on the pets soon to get some fluffy chaos into the game. Did you know the terminal velocity of a cat is 100kmph? Well you do now.

Nick has been working with FMOD (which I've now integrated into the engine) to produce some really lovely sound work. I'm really excited to get it linked deeply into the gameplay.

Surveys

Tiers with posters have a survey they need to complete ASAP. The sooner I get the information back the sooner I can get them printed for you guys.

Also I'm still waiting back on a lot of £10-20 tier backers, please, please, please remember to fill them in!

Cheerio for now!

-Si

41 Comments

Getting Physical

Update #24 · Mar 12, 2013 · 19 comments

Hi everyone!

This morning I got the delivery of our poster tubes, ready for the prints we are going to be getting soon. They came on a huge palette and the lorry blocked my road for forty minutes during the 7-8am morning rush hour. It was more cringingly embarrassing than my Kickstarter pitch!

We've got nearly 300 of these sitting in my lounge now:

I present "Whiskey Outpost"!

Tomorrow, I'm in London, where I'll be taking a look and testing the members area of the new website. Barring any major bugs, that should be pretty much ready to go now.

I'll also be meeting with a writer who's going to be helping me to flesh out the narrative for the single player campaign. There will be eight story missions, which will take around ten hours to play through on normal difficulty settings.

On Friday, I'm getting my greasy mitts on the new Linux developer machine. It's also ATI so I'll be able to test a much wider scope of (terrible) hardware to ensure that everyone gets decent performance and not too many glitches.

Initially I'm going to be doing Linux alpha builds in 64 bit on Mint. If you really want 32 bit that's something I'll be putting out a little less regularly.

If I work through the weekend I should be able to have a rudimentary Linux test build ready for download by Monday morning.

One more thing: April's copy of Custom PC has a two page Maia screenshot. Pretty awesome eh?

Lots of new screenshots in the development forum!

Cheers

-Si

19 Comments

Loglan

Update #23 · Feb 27, 2013 · 4 comments

Hello lovely people!

I've sent out surveys to everyone in the non physical rewards tiers. I'll be sending out surveys to the GLaDOS tier and above next week. (I'm leaving it for as long as possible so I wont end up mailing posters to the wrong addresses if people start moving house.)

The sooner we get all your data, the sooner we can start setting up your accounts! (And yes, it turns out all the fields are mandatory, Kickstarter enforces it. Sorry about that.)

Development news:

Kris starts with us next week, so we will be having a push to get everyone's heads and pets into the game. Talking of which, here's the head of Ant, one of our generous Marvin tier supporters, on our new male colonist body:

Our sound problems are all behind us and we should have our middleware in place soon. Nick has got a raft of audio ready to plug into the game.

We've also got a bunch of cool new assets ready for some of the rooms, I'll post some screens sharpish.

As always, check the forums out for all the up to date news on the game.

Death Inc

Ambient studios are making an interesting looking game called Death Inc that could really do with a little support. Looks like it will be pretty fun and they've obviously put a lot of work into nailing the humour and aesthetic. Definitely worth checking it out!

Cheers!

Si

4 Comments

A New Dawn

Update #22 · Feb 14, 2013 · 25 comments

Hi everyone

Time for a slightly overdue update!

Development Status

Firstly here's what I've been crunching on:

The video starts with a brand new real-time planet renderer. Currently only used in the menus, but may have more interesting uses later in development. ;)

After that, the full day-night cycle of the game. From sunrise, to the following dawn.

The completely revamped system affects the whole of the game's simulation. From view distances of creatures, the sanity of your colonists, to the growth of the plants on the surface. It's also easily modded, allowing users to create their own worlds. Perhaps a blue sunrise, a planet with a blinding fog, or maybe an eternally dark shadow world?

You'll also notice that the renderer has been totally overhauled. The visual quality is significantly higher than our previous releases and many optimisations have really improved the fluidity of the game.

Yesterday we gave up on the Audio middleware we've been trying to get our hands on. We went straight to their competitor who is going to give us generous discount on their fantastic AAA product. This means we can now move ahead with the sound work that was blocking us. This middleware supports Linux off the bat, so alpha releases will be better synced between platforms. It's also awesome, allowing us to link the audio to gameplay in interesting and novel ways.

We now have a few character rigs and models ready for animation. I'm in talks with some animators so we can start getting some quality animation in over the next few weeks. It will be good to get some realistic life and movement into the game.

There's too much going on to list it all here. Check out the development forum for specific milestone information and development tidbits.

Game and Bundle Keys

The site will be ready soon. When I've guaranteed it's bullet proof you'll be able to start claiming things.

Alpha Downloads

I'll start putting some executables and other interesting things on the site as soon as the initial rush for the bundle codes is over. I'll try and get a build integrating some of the new engine code with the more stable Kickstarter pitch build.

Preston and Marvin Tier

A few people still need to send their photos of their faces/pet. If you are having trouble taking them and need more guidance, just drop me a message!

Now back to work for me. I have three hundred meg of cat photos to sort through. :D

Cheerio!

-Simon

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