Early Access Update #5 – Update, Trading cards, and Multiplayer

Hey, all! It’s Friday, in some places in the world still, so it’s time for the weekly update. Things have been so busy this week with the launch that there isn’t a whole bunch to tell, to be honest, but let’s get to it.

As I mentioned in a previous post, each Friday I’ll upload my stable build to Steam regardless of how much has changed. Well, we’re starting with one of the lightest updates I think we’ll ever have! Again, this is because it’s launch week so things will pick up quickly.

Here’re the two minor changes I’ve made:

Edit: These changes caused a crash that I’m now aware of. I’ve rolled the build back and will re-update ASAP. The game really didn’t like me changing the names of items!

  • Changed name of ‘Bench’ to ‘Crafting Bench’
  • Changed name of ‘Backing’ to ‘Wall Backing’

Since so little has changed I haven’t incremented the build number. This is just a silent update to fix two small things. More substantial updates will be here next week once I stop answering email! 🙂

I turned trading cards on! They should have been turned on from the start, but I somehow overlooked the final step to publish them. They’re set to drop every hour of play, so get playing and collecting!

I want to drop my thoughts on multiplayer while we’re here. There were a number of reasons why multiplayer wasn’t included at launch, with the two main ones been:

  • Press feedback showed more in-game instruction was needed
  • Multiplayer client would be untested

So the first point is remedied for now. If you hold [CTRL] while hovered over an item you receive a full description of it and how to use it. I also created the game guide etc. So that leaves the issue of testing, and I’m wondering on which of these two options is best:

  • Release the multiplayer version to all and state that it’s unstable and untested
  • Release the multiplayer version to the games beta branch

So, which one of these would you guys prefer to see? Release it to all and know it will fall over at some point, or push it to a beta branch.
The multiplayer client is mostly complete, so it will either come in the next update or the one after that!

That’s all for this week. Release and answering emails has taken a whole bunch of time, as is web stuff etc. so development will get somewhat back to normal next week and the updates will be a lot bigger. 🙂

Thanks for reading and I hope you all have a fantastic weekend! Ciao friends.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter/Facebook
Greeny Games Twitter
Greeny Games Facebook
Samphi Twitter
Samphi Facebook

Early Access Update #4 – First Patch, Update Schedule, Sub-Forums and Guides

Phew. Launch weekend is over. It’s been crazy, especially since Desura has finally sunk. Great timing there lads! Well, since launch I’ve put a few things in place so we’ll go over them in this final update before we move to a fixed schedule.

Quick note, if anyone has any issues regarding Desura and keys etc. just drop me an email at support@greenygames.com and we’ll sort it straight away.

There were a number of bugs present at launch, sorry about that, but the good news is they are fixed. I don’t know how long it takes my uploads to reach Steam clients as an update, but it’s uploaded and the following issues are fixed:

  • Fixed bug with game crashing when using the fishing rod.
  • Fixed bug with icons when overfilling craft bin.
  • Fixed crash that sometimes occurred when moving items.
  • Moved build number from 1.0 to 0.1ea.

I want Samphi to receive regular updates, and I think Friday would be a good day for them. Each week I’ll push my last stable build to Steam. Some weeks the updates will be thin, and others substantial, but they will be regular.

With each update, I’ll also release one of these updates detailing just what the build brings and any other related news. This will start this Friday!

There’s a good number of discussions on the community hub now so I’ve created a few sub-forums so we can stay better organized. Currently, we have the following categories:

  • General Discussions
  • Suggestions
  • Bug Reports
  • Trading

New categories will be added as needed but these will see us through for a while.

On a related note, I’d like to run something past you on how to handle bug threads. Once bugs are fixed I want some way of indicating that on the discussion post. The best way seems to be to lock the thread and I’ll add one final message stating that the issue is fixed, and the build number of the version that included the fix.

What do you think of this? At first glance, it looks like a good way to distinguish between active bugs and those that have been solved, but I understand that some might not want locking out of their threads. Let me know what you think of this.

The final thing I’d like to talk about is guides. I’m putting one together for crafting, and have a few more that I’d like to create such as:

  • How to create custom textures
  • Sharing your levels
  • Farming
  • Skilling

I’m making sure these guides are the best they can be, creating lots of informative graphics etc. so they may take a while to come but know I;m working on them! If there’s anything else you’d like a guide on let me know. 🙂

That’s all I have for this update. I’ve patched most of the initial bugs, done some tidying to the discussions and am working on complimentary game material.

See you all on Friday for the next update!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter/Facebook
Greeny Games Twitter
Greeny Games Facebook
Samphi Twitter
Samphi Facebook

Until next time, ciao.

Early Access Update # 3 – It’s release day! Welcome to Samphi!

So, it’s release day. Holy shit.

I’ve mentioned some of the following points in previous articles, but hopefully there will be a bunch of new people to the game visiting now. I’ve been developing Samphi for roughly 5 years now, so it’s crazy to see it finally released. I just want to summarize some key points about the game.

Samphi has been available on Desura for a couple of years. In that time, it had great reception. (8.5/10 which I’m very happy with), and I got some great feedback from the players. The feedback drove the game forward so much it was crazy. It’s now at the stage where it’s a very solid foundation to give to people and start that conversation back up.

One of my main goals with Samphi is to create a truly community-driven game. Every content change will be polled, and all feedback/suggestions will be addressed by myself. You guys/gals will have as much of a say in what happens to Samphi as I do: you’re now my co-developer.

So Samphi is pretty cheap, and the reason is pretty straight forward. It’s not cheap because I want to make a quick buck, quite the opposite. It’s cheap so we can get the largest player-base possible and create a sustainable game. As a one-man indie studio, I don’t have huge overheads, or crazy bills to pay, or staff wages, it’s just me.

I simply have no reason to charge any more than I am. I know games are expensive, and there’s a bunch of games I want but aren’t in the position to drop £40/$60 on games. So I’m in the position to not charge a lot for the game so I’m taking it.

SOOOOO much. I often forget that people don’t see Samphi how I see it. When I look at the game I see everything I want it to be, and it’s easy to forget that everyone else takes it at face value.

Here’s a list of things that are coming. These are just off the top of my head:

  • Multiplayer – Coming very soon, in the next week or 2. I’d have liked to have launched with it, but since I don’t have enough testers I couldn’t promise reliability.
  • A full story mode – Don’t think any other game of this genre has done a solid story mode? Please correct me if I’m wrong.
  • Bigger worlds
  • More skills
  • Emphasis on Farming and micro-managements
  • Many more items
  • Art updates
  • Focus on skills
  • More pets
  • User suggestions.
  • LOTS MORE

This is just the start for Samphi. Thank you if you’ve joined us on this journey now at this early stage. If you’re not quite tempted enough yet, or Early Access puts you off (again, I don’t blame you) then please come back in a couple of months and see if we can’t entice you. 😀

Welcome to Samphi, and welcome to the team if you own the game.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter/Facebook
Greeny Games Twitter
Greeny Games Facebook
Samphi Twitter
Samphi Facebook

Until next time, ciao.

Early Access Update # 2 – An in-game tutorial will arrive before multiplayer

Hi, all! Hope we’re all well. The release is only a few days away, that’s a terrifying thought, and there’s been a big change in the game on release. After initial feedback from reviewers, multiplayer is going to be pushed back until shortly after release, making way for an in-game tutorial.

This last week the press has been playing the game, and the feedback has almost all been the same:

‘I like it, but I’m not sure how [INSERT MECHANIC] works’.

After a short chat with myself, everything was clear and people could enjoy all that Samphi had to offer, but this is a big problem. I always knew an in-game tutorial was needed at some point, but it appears that point is now. Things that I thought were self-intuitive aren’t, and it seems sitting at this thing for 4 years has made me become insensitive to the lack of instruction.

So at this point there are two choices:

  1. Don’t work on an in-game tutorial, and get a largely untested multiplayer client live. While people could play online, it wouldn’t be clear what can/can’t be done in-game.
  2. Spend this week before launch working on a tutorial type system so it’s clear how the game work and what you can do, leaving multiplayer to follow in the week(s) after release.

After talking with people who have the game it’s clear that some form of tutorial is wanted more than multiplayer. After all, multiplayer isn’t being delayed by months, but by a couple of weeks at the most. And with solid instruction in the game, it will be clear what can/can’t be done. There’s no point in been able to play online if nobody knows how the game works!

Maybe some of you are thinking ’Why not do both?’. I wish I could, but it’s just me (Dale) who makes Samphi. People always assume it’s a team but I’m a one-dev-band. All the time I’m working on the game I’m also doing press work, web work, creating game resources etc. as well as IRL nonsense. So there’s unfortunately just not enough time to get both in for release. Now, I’m not complaining, I love what I do, but just showing there’s physically not enough time. 🙂

Delaying the release isn’t really an option either. Press has all gone out stating that the game will release on the 18th March, and I’d like to stick to that. Sooner or later Samphi has to take the plunge into Early Access and that time is now.

The reason a tutorial hasn’t been put in the game previously is because I like the idea that the user has to work things out for themselves. When you have no idea what an item is, however, it’s quite a task to work out how to use it. Balance is needed here, and I’m going to try to achieve that through an extended tooltip system.

Currently, when you mouse over an item, its name is shown at the top of the screen: standard. I’m going to extend these tooltips to include more info. So, if you mouse over an item you’ll see its name, and if you hold ALT or CTRL (key not decided yet) you’ll see a full description of the item at the bottom of the screen. This way I’m not enforcing a tutorial onto those that want a hardcore experience of working everything out, but extra guidance is there if needed.

I’m also working on a game manual. I know, how old school is that! It’s awesome. It’s going to be a PDF download that will provide more depth to the in-game extended tooltips. As the game develops I will be creating a full wiki on Samphi’s official site, but that’s a way off as it’s a lot of work!

Here’s an example of what the game guide looks like.

Apologies if this comes as terrible news, but a tutorial just has to take precedence. Plus, doing it this way allows the multiplayer client to be thoroughly tested before going live so it’s win-win. 🙂 Please let me know what you think!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter/Facebook
Greeny Games Twitter
Greeny Games Facebook
Samphi Twitter
Samphi Facebook

Until next time, ciao.

Early Access Update # 1 – Early Access Release Approaches!

With Early Access around the corner it’s time to make the store page live and move my activity from the Greenlight page to the store page. Welcome to Samphi.

The store page gives a good description of the game so I won’t repeat myself here, let’s just get right into things.

The PR campaign for Samphi has started! That’s a terrifying thought because it means the game is absolutely coming out on the 18th of March! I first started working on Samphi ~4 years ago and would have never imagined it would be available through Steam, and now that’s only three weeks away!

If you like the look of the game you can help me out by spreading the word. 😀 Tell everyone!

To correspond with the release of Samphi I’m working on getting a new site built and live. The [url=www.samphi-game.co.uk]current site[/url] was intended to be a temporary place holder but has been around for ages! Development of the new site is going pretty good, and It’ll certainly be ready to launch.

Samphi has both downloadable maps, and the ability to use custom textures, and I’m unsure where to host these. Do I make a section on the website for them, or do I leave it totally to Steam Workshop. Any feedback on this would be appreciated, so let me know.

I covered this in my last update on the greenlight page, but it will do no harm to reiterate it here for the new audience. I use Trello to manage my Joblist on Samphi, and it’s public so anyone can see it. The goal is that once a community *hopefully* develops, you can vote on which jobs you’d like to see complete first, and even post suggestions there yourself.

My Trello board lives here, so if you have an interest in following Samphi’s development that’s a great way to see what’s currently happening with the game.

I’ve been making lots of resources lately for press releases and such, and extended my efforts to making myself a wallpaper. I’d like to make that available for people should they want it, so at the link below you’ll find a 1920 * 1080 Samphi wallpaper. Let me know if you like/use it!

Wallpaper Download

While I’m here I may as well take a second to promote the sale my book is in. I recently wrote Procedural Content Generation for C++ Game Development and its currently half-price in a game development sale Packt are running. If that’s your thing now’s the time to grab a copy. 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter/Facebook
Greeny Games Twitter
Greeny Games Facebook
Samphi Twitter
Samphi Facebook

Until next time, ciao.