[TABLE=width: 1000, align: center]
[TABLE=width: 900, align: center]
While the news has been slow on our side for the past few weeks weÃ¢â‚¬â„¢ve been discussing update 1.1 and we have some exciting news to share. Now that the Unity 5 update is nearly complete we put it through internal testing and found that we had made enough major changes that we wanted to share these with you a bit more quickly than we originally intended, so weÃ¢â‚¬â„¢ve moved the 1.1 update forward.
This means that the scope of the update will be reduced slightly in favor of speeding up the release schedule. The Unity 5 update in itself brings major changes to many game systems, and delivers a very solid performance boost, via the new version of PhysX being able to multithread across your processor cores. Perhaps more importantly the Unity 5 update has proven to make the game far more stable on 64 bit platforms, meaning a 64 bit client for Windows and possibly Mac OSX is something weÃ¢â‚¬â„¢re looking into very seriously for this update. Also part of the engine update are the overhauls of the UI, wheels and various other systems that youÃ¢â‚¬â„¢ve been reading about in the dev notes.
Helping us accomplish this is modder extraordinaire NathanKell, who is new on the team and will be working closely with the existing developers to polish existing systems and implement new ones:
Aside from a new developer, performance increases, reworked systems and new platform support weÃ¢â‚¬â„¢ll be adding new content to the game as well. Porkjet, RoverDude, Arsonide and NathanKell have been working on a number of features.
Of course, a major engine update and these new features all require extensive QA testing. To bring this all together we will be focussing two or three weeks in QA purely on the engine update, after which the new features will also undergo testing and weÃ¢â‚¬â„¢ll have a final part of testing focus on bugs in general to make sure we catch as many bugs as possible, both new and existing ones. All in all it will take us a while to finalize testing still, but weÃ¢â‚¬â„¢re very happy to move forward and spend this time to provide a more stable and fluid experience for everyone.
Keep an eye on our usual development news channels (Devnote Tuesdays and Squadcasts) in the near future. WeÃ¢â‚¬â„¢ll be keeping you up to date on any developments we can share![/TD]