Today, Steam has confirmed their OK with our June 15th launch date – yay!
The last few days have seen a lot of behind-the-scenes work:
GDPR compliance (seriously? yes!) for our web site and our game (when starting up, look to the left to read the world’s most boring stuff that we nonetheless must put in there). Now isn’t that a great item to start a list. I wonder who makes it to point two.
We moved the network code off the test servers onto production. Yeah. You be ded.
Torsten turned in another track that we’ll add to the game as soon as we have finished post-production.
We removed the Spellbook for now, and have replaced it with a glowing orb. The spell book may make a re-apprearance if and when our Queen of Arts has a change of hearts about its fitness for display
Some lingering issues remain after completing a network duel – you may run into issues when trying to create a new game. We hope that this changes now that we have moved to the more powerful production infrastructure.
We have put in place the base layer for Ranked Duels. The code is running on the test server right now, and does very little (which, by strange coincidence, is also what people accuse us of) but it already integrates with our security infrastructure.
We completely re-designed the way we do player ranking, and are now able to do so without you requiring an account with us – all you need is your Steam- or Apple ID (depending on where you got SpellShokked from).
We have successfully built and tested the Mac version, and tested it cross-platform network play. For some undetermined reason, SpellShokked runs roughly 15% slower on a Mac than on the exactly same computer booted into Windows. With ‘Metal’ enabled. Huh. Apple, you can do better!
So, look forward to Friday!