Terrium status updates & info from Eric in the Shoutbox

This page is discontinued and will no longer be updated.

Eric shares tidbits of Terrium news and info in the Shoutbox, which becomes lost in the sea of bla bla. This is a collection of most of them. It may not be perfect; some messages may be unnecessary. It is sorted by newest first. You can find each message in context, by copying some of it and pasting into search.


Nov 6, 2016 - Eric: FYI, I decided to Kickstart Terrium toward the beginning of next semester so that it has enough time to be beta tested and finessed first.
Goal is still to finish the release ASAP, definitely before the year ends.


Nov 4, 2016 - Eric: Not sure what you had posted before there Lamp, but once the game is released into beta, I have a POA for advertising, and any help would be appreciated.
I intentionally have not been promoting the game, as this project is becoming increasingly difficult and time-consuming, and it's hard to make a reasonable release date prediction. I already hate to keep disappointing you guys...don't need to drag other people into this alpha stage nonsense.

Oct 31, 2016 - Eric: Why is Syn3h password protected now?
I reached out to Aubrey right now about it. He will be working on it in a few months once he wraps up his responsibilities at his current job.
The direction of Syn3h will be more simulation-based rather than having game modes. So, we'll be different enough to be sister communities :):)

Oct 21, 2016 - Eric: Ran into some more networking issues with the rewrite when putting the pieces together. Going to try making a single player build for you guys to test out the new vehicles at least.

Oct 15, 2016 - Eric: Playable build of Terrium coming soon.

In response to qwertyes
Oct 5, 2016 - Eric: My answer is still the same—I won't offer projections anymore because they never work out. But at the moment, we are shooting for October 15. We had some significant delays when losing the last two freelancers and having to bring someone new up to speed, but now we're gaining momentum again.

In response to qwertyes
Sep 29, 2016 - Eric: I've decided to stop coming up with release date goals, as it only brings more disappointment. But currently the goal is mid-October. The shift caused by losing two freelancers within a week caused some setbacks.

Sep 25, 2016 - Eric: By the way guys, Geometer is Will, the other active developer.

In response to Abi
Sep 20, 2016 - Eric: It's just me now, Abi. I've developed and hired freelancers since.
Been a while since the Terrium Skype chat was active, but this new forum software and the TeamSpeak server make for a decent substitute!

Sep 11, 2016 - Eric: New freelance contract signed—let's hope for the best guys. I'm feeling pretty good about this one.

From a discussion with qwertyes and Lamp
Sep 9, 2016 - Eric: Except when it was initially just Arthur, John, and I, over the course of those three years we barely worked on Terrium. The majority of work was done over the past year with paid freelancers.
It's the only way to get this massive rewrite completed in a somewhat timely manner.
Found another freelancer, and he is actually an old MarsXPLR player—someone whom I could really use on my team!
It was pretty easy to explain what I needed from him, so my outlook is good. Just need to finish his contract.

...
I'd say we're about 85% done.
Well, this freelancer says he can put in 20-30 hours a week, so we may still be able to finish by the end of the month.
No promises on the 21st, just too many delays.
I've gone through 4 freelancers in the course of a week -_-

In response to yeah and Lamp
Sep 8, 2016 - Eric: I sincerely want to get this rewrite complete by September 21, but I'm being thwarted at many angles. It makes it really hard.
Now the second freelancer had to leave because he couldn't handle the delays with the other freelancers. I mean, the guy needs to make a living, so I don't blame him.
But now I'm going through this whole process yet again.
In a period of one day, I lost two freelancers. :/ Just bad luck.
...
Flyclub tried making Mars Explorer 3 and succumbed to the stress...he straight up left for over three months leaving everyone hanging.
I can understand why he just got fed up with it all, but we don't need someone who's going to do that. I promised to keep an open line of communication with you all.

Sep 7, 2016 - Eric: New freelancer had a personal thing come up and can't develop anymore. Going searching again!
Guess this game was just meant to be as difficult as possible to finish.
It's really starting to piss me off. I'm back in school and just don't have the time to keep up with this nonsense every day.

Sep 6, 2016 - Eric: New freelancer found, Terrium development continued. Shooting for Sept. 21 release date.

Aug 31, 2016 - Eric: Another freelancer has failed me, so I'm in the process of looking for another one. This is getting quite frustrating.
We only have a few more pieces to put together, though. Despite the setback, the deadline should still be met.
[bog512: how many have failed you?]
3

Aug 25, 2016 - Eric: Status update: Freelance programmers are back at work, and level designer is working on premier featured world.
Hoping for a rewrite build by August 31 so that you guys can beta test before the Kickstarter in September.

Aug 21, 2016 - Eric: [​IMG]

Aug 13, 2016 - Eric: Well, both my freelancers are indisposed at the moment, and I'm not sure when they will return. Could be a couple weeks. I've already switched freelancers a couple times, and since we are close to completion, I don't wish to hire on a new body at this point in time.
There's too much going on to make that worthwhile. So at the moment, the only thing being worked on is a featured premier world.
As of July 28th, we can now say we're close to completion.
I still expect to have this game out before summer's end (September 21), it's just going to be later rather than sooner.
Also, I'm actually okay with the delay for the Kickstarter because I want to have the opportunity to use my school's resources and network...and I don't start until August 29th.
I would be releasing progress builds for you guys if this project weren't in a bunch of pieces. So, you can instead anticipate the full rewrite release in September.

Jul 30, 2016 - Eric: As always, complications arise in development. The only reason I have yet to share a progress build is because the project has been made in pieces that need to be put together.
And with the Unity 5.4 release, the Unity API has been revamped, so it took some time to update the world editor. Similarly, the physics engine is very different in Unity 5, so the vehicle physics had to be remade.
So stuff like that has been adding to the workload, but we pretty much have all the pieces coming together now.

In response to bog
Jul 6, 2016 - Eric: Coming along well, bog. One of the developers had an emergency, so I'm not sure when he'll be coming back, but the other developer is still going with programming. And we're almost done with all the art.
The new vehicle physics are programmed using Unity's latest physics engine and API.

Jun 16, 2016 - Eric: Teamspeak is now working again!
Looks like my immediate concerns for the servers are all addressed. Stay tuned for some game updates.
Emails [from Terrium] should not be sent to the spam folder anymore.

Jun 15, 2016 - Eric: Migrating servers, will be in maintenance mode for a bit.
Migration complete.
Please let me know immediately of any website issues.

Jun 14, 2016 - Eric: Just want to let you know that we are making good progress. Might have a taste for you guys this weekend.

Jun 10, 2016 - Eric: Status update: I hired two new freelance programmers who are working several hours a week to help finish the rewrite. I've also hired two graphic designers, one to work on a logo, and one to work on a new Terrium wallpaper/poster design.
The rewrite is slated to be completed by July 1, but we should have a playable build for you all to try out before then. My next goal is to Kickstart Terrium in early July.

Jun 6, 2016 - Eric: Contract is signed with the second freelancer.

Jun 5, 2016 - Eric: Hey guys, I'm looking for another freelancer to help with finishing this rewrite by July. Just wanted to keep you posted.
I'm also hiring a guy to redesign the logo.
...
In the process of drafting a new contract for a promising freelancer!

May 10, 2016 - Eric: Don't worry, I have not abandoned Terrium. In fact, I will be making another Youtube video showing the rewrite's progress once the world editor is implemented in-game and custom URL world loading is fully functional.

Apr 24, 2016 - Eric: So far I've been paying out of pocket for freelancers to help me with completing the huge task of rewriting the entire game.
I would like to Kickstart the game to offset those costs and use the rest for continued development of more advanced features, such as Capture the Flag, Racing, and multidimensional gravity.

Apr 21, 2016 - Eric: Well, Ryan has continued developing again. Had to increase my rates, but this game is worth it.
I really want to be able to Kickstart it for development after the rewrite this summer, so we will see how it all goes :)

Apr 15, 2016 - Eric: Hey guys, I apologize for the slow progress. The server migration should be complete this weekend, so all the servers should be working again.
And Ryan will be available again to keep working on Terrium with me starting next week.
Life has kept me really busy, to which I'm sure most of you can relate, but development will still go on!

Apr 3, 2016 - Eric: Hey guys, just so you know, this site will go into maintenance mode this evening.
Should not have to stay that way for more than a couple days.

In response to Motherlode
Apr 2, 2016 - Eric: Actually, I have also hired a freelancer to help me with grinding through this rewrite. His name is Ryan—you may have heard me mention him before.
Although, for the past month he has been unavailable, but it sounds like April will be better for him.
I have left the networking responsibilities to him, so I'm not about to jump into that kind of programming in the middle of this project, but I may have to if he remains too busy.

In response to Joe
Apr 1, 2016 - Eric: Joe, long time no see! Glad to see you around again. The argument about which you speak was actually between Ace and Kruncher, which eventually led into a bit of a bitterness with regard to Terrium, of which Ace was a part at the time.
When that occurred, I simply left the MarsXPLR forum to focus on my development.
As far as I can tell, most of the Mars Explorer community has united around Terrium as the Mars Explorer successor.
The drama and quarrels have come to pass. :)

In response to Lamp
Mar 18, 2016 - Eric: Well, the same issues have to be dealt with, but Ryan has been unavailable for almost a whole month.
As much as I would like to speed up development, I do not want to bring another freelancer on the project, because I would have to teach the new freelancer the ropes and catch him up to speed on everything
I also trust Ryan, and it's been hard for me to come across a reliable and trustworthy developer.
So in the meantime, I have been working on this website, legal documents, and minor Terrium developments unrelated to the networking issues that Ryan was working on.
I'm not about to learn a whole new networking suite and fix another developer's code right now. Just don't have the time xD

Mar 18, 2016 - Eric: Today I finished drafting the new Terms of Service and Rules, as well as the Privacy Policy. If you have a moment, please take a glance at them for me and let me know what you think.
I do plan on screening them by a lawyer before making an official announcement, but I could always use a fresh pair of eyes to point out obvious mistakes or things that I forgot.

In response to qwertyes
Mar 4, 2016 - Eric: A lot, actually. For about a week, the freelancer, Ryan, has been busy with other projects, so I too took the opportunity to wrap up some of my to-dos.
I finally finished my website: http://elujan.com
With that big project out of the way, my focus is on Terrium again.
We are still working on a bit of the core for the world selector, but it will be fully integrated with the new world editor.
I also need to implement version control before publishing a playable build, but that should be a quick task.

Feb 22, 2016 - Eric: Terrium received a huge donation that should fund all of its servers (forum, download, and Teamspeak) on Amazon web servers for the next two years. Once everything is set up and transferred in the near future, I will post a more formal announcement, but I definitely wanted to share this good news with you all!

Feb 15, 2016 - Eric: To those who helped with the outline of Terrium/MarsXPLR's history, thank you. Your help is no longer needed—I am drafting the final history doc now :)

Feb 11, 2016 - Ace_: Eric, in what way were they not working?
Eric: Ace, I had to strip them of all networking and Whirld related stuff from a project that is a generation of Unity old. Now I have all the vehicles working in single player (and converted to C#) so that Ryan can integrate them with UNET.
The tank was particularly difficult because of a weird problem with a layer mask. I just removed that parameter from a Physics.Raycast command and the tank was able to move.
Also, Ace, I have some pretty exciting news about the runtime world editor, which relates to the one you built for inside Unity. Are you available to chat sometime on Skype?
Or if I can catch you on here, that'll work too, haha
Feb 11, 2016- Ace_: There's no networking or Whirld code in any of the vehicle code, aside from the script called Vehicle
They all worked fine in single player. Believe me, I just checked the code.
I meant I had to strip Whirld and networking from the project so I can run them in the old project.
Once I made sure they're still good to go, I exported them, imported them in Unity 5, and then converted to C#
Hovercraft is a little wonky with its special, but the tank is fine.
 The buggy and jet physics are now borrowed from the old Whirld project to get that more MarsXPLR feel.
Anyway, I found out that the in-game editor allows you to import and edit Unity terrains.
Which means Terrium wouldn't need to fully-fledged editors. The Unity one can export the terrain, objects, and foliage. Then, the user can import said terrain in-game and add things like spawn points, flag points, etc.
How far did you get with your world saver/loader? I remember you got height maps and textures going at the very least.
This is definitely a future project, but I'm excited to see if I can your scripts to export something that works with the in-game editor.

Feb 10, 2016 - Eric: Got the hovercraft and jet also converted and ready for the Terrium rewrite. I am having a lot of difficulty getting the tank to work, though.
got the tank working!

Feb 3, 2016 - Eric: New post created! Goals for 2016—check it out :)

Feb 2, 2016 - Eric: Alright guys, I just need to implement the new login system using XenForo instead of SMF. Once that is done, I will publish a build for you all to try out.
...
Gah, I have good news and some bad news. The good news is that today I finished implementing the login system in the rewrite, so you can use your new Terrium accounts.
The bad news is I discovered some nasty bugs in the networking that need to be resolved before I publish a build.
I also need to implement a version control.
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XORBS will be implemented in the server settings. We're quite a bit far away from touching that, but it should definitely be added again in the future.
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Keep in mind, Aerow, that I'm basically writing a game from scratch. There's not much I can borrow from Aubrey's old source code.
...
That being the case, Ryan and I are still making some intense progress for such a complicated project.
Yes, which is why I elicited help from a freelancer. There's no way I could do it all, haha
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Game Update posted!

Jan 20, 2016 - Eric: I'm actually pretty excited about that boulder alternative you mentioned, AerowSpace. More than you realize, haha. I'm glad I could find a simple solution finally. It also makes the most sense for an editor that's supposed to be simple.
Goes to show how sometimes being unfamiliar with something can lead to smarter—not harder—work from a different perspective. I found myself doing that with Flynn all the time back when we were working on Mars Explorer 3 ^_^.
...
Anyway, Ryan and I are making some progress with the buggy. Outlook is good for a playable update this month.

Jan 18, 2016 - Eric: Ryan and I have been having vehicle physics problem with the conversion to C#, Unity 5, and a new project layout. However, I found an old MarsXPLR single player buggy and jet project that runs well in Unity 5, so we will use as the base for the new Terrium physics to facilitate this process. Once completed, I will publish a build for you all to try. :)
...
I agree that the new buggy feels too heavy. I'll try to keep that special slippery buggy physics from MarsXPLR, but tweak it a little.

Dec 9, 2015 at 4:36 PM - Eric: Please do not use paid assets in your worlds, as it would be a copyright infringement for me to put those in the game.
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I intend on purchasing fancy assets for the world editor too. The idea is that you can utilize what it offers without copyright infringement because everything is in-game. You don't have access to the raw files, yet you can utilize them for in-game world editing.


The End
(or beginning because this is arranged from newest to oldest)