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#1 Re: Game Discussion » KIRA SAYS HELLO » 2022-10-09 18:16:33

theoldinese wrote:

"incase theres shadow progress" what a cope just give us updates already.

satanyas like "why do people hate me //" bro everyone tells you why 5 times a day just do something about it clearly your hush hush method isnt working

Believe it or not we don't owe you updates... We're working on it on our own time with our own money. No one here has paid us anything, and most devs in other companies often times keep silent on games under development. You are not going to get special treatment, whether you whine or stay toxic about it. At this point, move on with your life, or stick around. We're not going to make it pleasant for those of you that can't be patient, and evidently, it seems the unpleasant people are already starting to not have so much fun. Always gotta trust "I've moved on" crowd when they still stick around and act butthurt they aren't getting VIP treatment.

As for "why do people hate me //" -- I really don't care...? People are entitled to their own opinion and I'm entitled not to care about them. //

Tomahawk wrote:

couldn't keep up the friendly persona longer than 3 months huh

Reminds me of a certain previous owner that also showed his true colours after a bit... what was his name again?

#2 Re: Forum Games » Mafia 52 invitation » 2022-08-06 02:44:26

Minimania suggested I give this a try, so I'll think about it... :0

#3 Re: Game Discussion » Hints and leaks of unannounced content » 2022-07-29 15:44:50

Tomahawk wrote:

Replace crown with lamp.

ok, will do!

#4 Re: Game Discussion » The Sun rises again » 2022-07-19 13:23:35

I can clarify that for you, as I am in charge of the team.

It's the money that's been paid so far. We pay the devs and artist in advance before they begin work, and we agree on what work must be done within what timeframe. Promising money after the fact is just something that doesn't really fly in this business when everyone working does it for a job and not as a hobby. (Basically, why would someone spend a year of dev time, to "maybe" get money in the future, when, with their experience, they can get any other job now and get money as they work?)
So they definitely make hourly rate.

$40k (this is a rough number, the true number is maybe around $35k, at the moment-- but remember, it keeps going up as time goes on) is what has been paid total for programmers (I believe they make up about $25k of that? I'll need to ask Fixel, that may be a way outdated number) and the rest for art, music, and other things (UI design, website). Essentially, they are paid to work, not to communicate with the community.

The number is likely to reach $45k soon, given that I've put together finalised budget estimates for the creative side of the game (the one I am in charge of).

#5 Re: Game Discussion » The Sun rises again » 2022-07-19 12:06:12

mutantdevle wrote:

Sometimes people would express a dislike for something and suggest improvements and we have made some changes to the things we've shown off based on those comments. But on the other hand, there were some users who were negative about absolutely everything we'd show. Without fail, every time, they would have something negative to say.

I'd like to piggyback off that and present an example. The whole vector art to pixel art change was something we'd done after seeing feedback. Speaking personally, I had my own reservations about the style and once I put all graphics together, I insisted to the team we change it, even after we'd put in a good amount of money on graphics by that point.

I think there were some people that disliked the bunny graphic, and we changed that a bit.

Of course, not every change or suggestion is accepted-- too many cooks in the kitchen and all that, as the saying goes.

We do listen-- but sometimes the things we hear are just downright nasty and counterproductive. And to what end to people say them? I have no clue. At worst, they make one of us feel like crap for a minute, at best we ignore it.

mutantdevle wrote:

I've even seen them completely ridiculing some of the stuff we'd shown in other EE discord servers. They'd never have something productive to say, just that what we had made was bad and sometimes those comments would even cross the line to make comments about the artist who had made them. The latter approach was completely toxic.

Indeed, it's quite draining mentally to read some of the stuff there, which is often toxic for the sake of just being toxic, and negative for the sake of being negative. But that line-- insulting the artist-- was something I had 0 tolerance over and made sure to get rid of the person who did it. I know the artist well, and some people went way too far with what they said to her, to the point that I am appalled at just how nasty people can get. And again, to what end? Why bully someone who already has a very low self-esteem, or someone that's such an easy target? It seems childish to me.

mutantdevle wrote:

There has been a lot of toxicity in the EE! discord over the past 2 years, which is what Satanya is alluding to.

Mutant got that perfectly right. I was alluding to the people on Discord, who occasionally hop on with nothing kind to say. I have to wonder what they stand to gain from it, when usually that all goes ignored.

And it all goes back to this (I have to preface that "you" is general, to the reader, not specifically Zumza or Era):

If you have no desire or interest in the game, don't be a jerk. Leave, move on with your life, and do something else. If you do stay, we just ask that you be a little respectful and nice. That doesn't mean supporting us blindly-- trust me, we're open to constructive criticism. But, keyword: constructive. We have so much to deal with as it is, and signing on just to see endless negativity for the mistakes the previous administrations have made just isn't nice or motivating, and does nothing for morale.

At the end of the day, previous owners acquired an actual functioning game. We didn't. We have to work from scratch and bring the game to a comparable state as EE was towards the end of its life, and at its peak. That is no easy feat. If we wanted, we could have a version of it done in a month. Will it be good? Hell no. But the more time we spend on it and perfect what we can, the better the experience and the game will be. And that's our main focus. We want to make a game that will blow everyone away. Something to continue EE's legacy but also steer it in a new direction and era. But that takes time. All I ask for is patience and a bit of kindness if you stay.

#6 Re: Game Discussion » The Sun rises again » 2022-07-19 02:34:01

I think what Mutant says sums up my feelings quite well.

mutantdevle wrote:

For now, all we ask from the community is to be patient and respectful. Keeping people engaged with the community is not something we consider necessary at this time because we have full faith in the final product to speak for itself and draw players back in once it's ready. In the meantime, sticking around in the community is everyone's personal choice. But if the people that choose to stick around cannot be patient and respectful, then to be blunt, we don't want them sticking around.

At the end of the day, if you are toxic or a jerk, that doesn't help develop the game. It doesn't achieve anything. Worst thing is, I'll just stay silent about content even more. Because, really, if you're only here to be toxic and you don't want to be patient, we don't want you around.

We have enough stresses to deal with, and logging on to see constant negativity doesn't help me achieve anything in the project. It's not as though I can wave a magic wand, and poof! the game suddenly comes out instantly. We're not robots that work 24/7 and have 0 emotions. I'm human-- I have a very real anxiety disorder that often makes me want to keep shut about the game because I know there'll be some jerk out there to try and ruin others' hype or just be there to be a jerk. Maybe that makes me an easy target for these people, idk, but personally I don't like that at all.

I personally don't want to overshare things about the game. I understand others' craving of gameplay footage, but as I said time and time again, I really, really don't want to show a pre-alpha footage of some buggy gameplay, or an unpolished lighting / particle system, or features that are roughly implemented and not refined, and have that as the expectation. Adjacent to what Kira mentioned, it's like No Man's Sky or other games-- where gameplay in trailers was so super polished up and amazing yet did not reflect the final gameplay, or, again, like NMS or Serious Sam 4, where pre-alpha gameplay leaked and people HATED it and started flaming the entire teams over it and essentially killed their morales (moreso the last of the two I mentioned). My personal approach to gameplay footage when we reveal it, and we will reveal it, is sort of, "what you see is what you get." I don't want to show you some half-assed feature. I also don't want to fake footage and make it seem way cooler than it is. I want you to see exactly what the game will be like when it's in your hands.
I also don't want to overshare anything about the game, as that would raise expectations beyond control. If I bluntly wrote a list of every single feature we had planned, everyone's expectations would vary so much, and might expect things beyond what we might be able to deliver, or vice versa, just leave 0 surprises when the game comes out and make people go, "Oh. There it is." There's a huge, huge, huge feature in EE! I've been keeping quiet on that I seriously can't wait to show, but I don't want to write it out. I don't want to ruin the surprise.

I know my words might not meet everyone's satisfaction-- but the game is getting worked on. We've spent over $30k on it, we're not gonna abandon it. All of the team, programmers, musicians, artists, writers, are paid, except for me. I've put in at least $5k of my own into this game because I definitely have faith the final project will speak for itself. I genuinely trust it'll blow you away. Heck, I've planned most of it, and I'm extremely passionate about the project! Sometimes, I talk about nothing but this game because I genuinely love every single bit of it. But the negativity others put in for the sake of being negative really drains me and all my strength. I work on the game, but I talk less with the community because I know there'll be certain stinkers who just want to be jerks about it. Only certain ones.

The rest of you folks are so, so, so amazing, and I love each and every single one of you that's been patient and kind to us. We haven't forgotten about you, and we genuinely want to deliver a project so epic you'll explode from its awesomeness! (Not literally, I hope, but with excitement!)

And those of you that don't want to be patient or prefer to be toxic-- we don't want you around. // Your negativity contributes nothing for our morale or development.

edit: as for monetisation, we do have rough plans, of course. But it's the specifics I don't care to focus on about until the game is at a near final state. For example, how much smileys, and items would cost with energy and money, the exact value of everything, etc... I really don't want to think about it until it's necessary. We want to make a good game and that's our #1 priority. We know how the shop will work, but again, the mathematics of it and such just isn't something I care to focus on. EEU's design doc, if I remember right, was laser focused on monetisation and very little about actual gameplay and features.

#7 Re: Game Discussion » The Sun rises again » 2022-07-18 20:48:45

mutantdevle wrote:

Just because the monetisation is a low priority does not mean we don't have a plan for it. We also have very clear plans for both the development of the game and building a player base.

From EE! Discord

We work with programmers that've been in the industry for 20-25+ years, they wouldn't even think of starting coding the engine and game without a clear and thorough design document and vision. // I spent a few weeks writing out a 50-100 page design document outlining absolutely everything that needs to be outlined. That's just how proper games start. Without a design doc, it's like having tons of LEGO pieces I assembled, no instructions, and being told, "here, build what I asked."

The design doc itself will never be public-- usually, in most games, they never do become public anyways. That isn't an indicator of a lack of plan, just a desire to keep things secret.

#8 Re: Off Topic Discussion » Picture of Yourself. Updated [13 oct 2018] » 2022-07-09 04:51:13

Minimania wrote:

You look nice :>

Second that, you look pretty!

You folks look cool. //

#9 Re: Game Business » Everybody Edits || Status of development » 2022-07-07 01:38:11

Word from Fixel.

One dev uses MacOS for development. Two devs are using Linux for development. One uses Windows 10 for development. WebGL client will run pretty much on a potato, and if that's not enough, native client is written on .net with such a minimum requirement that it runs mono framework and on all of those OSes. Mono executable is compiled as a fat binary so it is compatible with both 32 bit and 64 bit OSes. And if that's not enough, you're not our target demographic.
And keep in mind, game engine doesn't run on client. The client just acts as a remote IO (front-end). The engine runs on a Linux server written in highly optimised C++ code.

#10 Re: Game Business » Everybody Edits || Status of development » 2022-07-04 22:20:17

Documented code helps nobody if the source is closed, and thus dors not help the portability either.

It helps future devs we bring on to sustain the game. //

As for specs, that's not up to me, and I honestly don't know what the minimum target is. And as for our own engine, our devs knew what they were going into when planning and stepping into coding. I think there isn't any dev there with less than 25yrs of experience. I trust their judgement!

#11 Re: Game Business » Everybody Edits || Status of development » 2022-07-04 21:47:17

Don't worry, optimisation and accessibility were one of the biggest priorities when deciding on what engine to use. That's actually why we used our own! Unity, and other such ready-made engines, tend to have some trade offs. They aren't the most optimised, some have memory leaks, others aren't as secure as we'd like.
Our engine was built with the idea that everyone will probably be playing this game on a potato. And our devs are very talented people! Unlike EE, where the code consisted of spaghetti, ours is as documented and as efficient as we can make it.

#12 Re: Game Discussion » Hints and leaks of unannounced content » 2022-07-02 05:24:23

No one said it would be easy. But I don't believe "difficult therefore impossible" is a valid point to make! As mentioned, it's how I'd handle it. I wouldn't make the worlds on my own, of course, similarly to how I don't make the art, programming, and other fields. I leave those to the professionals, and so far it's working out. //
As others have mentioned, campaigns have had many more issues past that with execution, which is predominantly why we're doing away with them and not bringing them into EE!. Instead, we're doing something that involves the community and their created worlds and putting an emphasis on worlds that handle the game's mechanics well.

#13 Re: Game Discussion » Hints and leaks of unannounced content » 2022-06-28 18:23:39

That may be so, but I wouldn't be able to agree or disagree with you here... It is, in the end, my opinion and just that. 

I do think the disjointed difficulty curve as well as lack of continuity is what turned me away from campaigns, personally. // I would handle them a lot differently if they were to return, which would be extremely unlikely. And even between this large skill gap, having a way to lead-in to each one would have solved many of my own gripes with it. As I mentioned, I do believe that campaigns should've equipped the player with skills necessary for the next difficulty level. Whether that is within 5 worlds or 10, doesn't matter. Not an exact "spoonfeeding" of skill, but enough to give you enough skill to handle at least the first few portions of the next campaign difficulty (first few minigames of the first world), and have it reinforce your skill before ramping up difficulty.

A lack of smooth gradient between difficulty makes it feel as though you've made no progress. If I beat a Medium difficulty campaign and I can't even handle a Hard campaign after that, it feels like I haven't learned anything or made any real progress.

the gap between each is so wide that 5 Everybody Edits levels is just not going to provide a player with enough practice to climb to the next step in the difficulty ladder.

Correct me if I am wrong, but didn't most difficulties have more than 5 worlds? I remember there being several campaigns with Easy difficulty, as an example.

#14 Re: Game Discussion » Hints and leaks of unannounced content » 2022-06-28 15:19:35

AllenCaspe9510 wrote:

I wasn't really ready for it, or it felt like. Its not worth it for the rewards and time I put onto. I like playing campaigns in increasing difficulty.

I think that the main issue, to me, with campaigns is that their difficulty didn't quite "scale." As mentioned in the Discord (and posted here by N1KF), the issue I find is that beating an Easy campaign won't necessarily equip me with the skills I need to beat the next campaign. There's no sense of continuity. It was the more extremely difficult campaigns where this exact issue is more noticeable, ones that require you to know specific nuances of the engine that weren't covered before, they just appear out of nowhere because they became a trend.

If we were to reintroduce campaigns (no promises, I highly doubt that we will), I'd want them to have some continuity amongst each other, and involve the community a tad in their creation, as long as they are set within a consistent theme. Say, there's a Medium campaign set in a desert, I want it to gradually shift towards a forest, and have the next campaign take place there. I'd want the skills you pick up in Medium campaign and the practice you get be enough to let you pass through the first world in Hard campaign.

#15 Re: Game Discussion » Hints and leaks of unannounced content » 2022-06-04 08:07:49

NorwegianboyEE wrote:

Tbh i'm just impressed this project is still ongoing and not completely dead.

we won't let the project die. //
Just that stuff might be slow during this time period, especially with most of our devs out of commission. But, at the very least, it allows us to focus on other aspects of the game with a bit less of a time constraint.

#16 Game Business » Everybody Edits || Status of development » 2022-03-20 16:20:23

Replies: 51

Hey, everyone,

First off, I would like to say that I wish the best for our friends in Europe-- the situation there right now is very tough, and I worry for all your safety. I have family and friends there, and I honestly wish you all the best. The effects of the war are felt everywhere-- and, unfortunately, in our development team.

One of our artists has quit in the last week, due to recent sanctions against Russia and the blocking of PayPal. One of our lead devs is Ukrainian (and has had to flee the country). We have two other devs in Ukraine as well. There isn't a way to sugarcoat it-- development is taking a hit. And there is nothing we can really do about that but stay patient and hope for the safety of our team!

I am writing this post to ask you, the EE community, to show support and patience in these trying times. Within the context of this community, I cannot deny the effects of previous false promises that have, understandably, shaken the community’s confidence in the game’s dev teams. Not only are we picking up after the aftermath of Flash's EOL, but we are also dealing with a now unstable dev team due to the current events, and recovering from a hit from COVID -- which affected one of our developers and our finances. There are trials, one after another, that constantly challenge our development. And we aren't going to give up on this project anytime soon. So, I'd like to thank you all for remaining patient while we're dealing with all that. We are doing our very, very best to bring you an amazing game, but it will take a while, and, unfortunately, a bit longer thanks to these events.

Many of you will be asking, "why haven't you shown us anything yet? Why is this game taking so long?" And there is a very simple answer to both. Scope. Many people are expecting this game to be of the same scope as Everybody Edits Universe and the original Flash version-- and the simple, nonspoilery way of addressing that is by saying that EE!'s scope exceeds that of those previous two games. It's bigger, in many ways. The block packs are MASSIVE this time around-- so far, some of our block packs have 60+ blocks, with autotiling variations and without. We also are introducing parallax backgrounds as an optional feature. Beyond that, we have a planned customisation system, a fleshed out Zones system similar to what EEU had tried to achieve, new action blocks, and even some things like a Hub World in the lobby, a particle system, unique death animations, vision zones, liquid zones, secret zones, weather zones, different methods and tools to edit your world with (for instance, symmetrical worlds!) and another way to play entirely that I don't want to spoil still. Point is, this game is trying to achieve far more than EEU and EE had tried to, and, of course, that will take a while. And, on top of that, we are building everything not on an existing engine, but rather our own engine-- an engine we created specifically for this game, to specifically achieve what we want, in the context of multiplayer play, security, and the like. That is why the game is taking a while. We don't want to pump out an unfinished Beta and sell it like a final product. We want to deliver a bombastic first impression when the game launches.

And this strive for perfection is why any proper visual of the game (i.e. gameplay footage) is taking so long-- for one, we are still working out our renderer. And for another, we don't want to show a rough gameplay clip that will make everyone go "...ew..." We aren't going to show any gameplay footage unless it looks as close as possible to the final product or as polished as possible. This strive for perfection is also why the game has faced some delays-- notably in mid to late 2021. We had issues with our renderer system, thanks to a dev we have had let go of, knocking our milestones one down, requiring us to recode a huge chunk of code and search for new devs atop that. And now, with this other looming crisis, it is going to take a while.

So, once again: please have patience and show support. There is a lot that is resting on us, and on top of that, we are all worried about our friends and family. We ask that you stay patient, if there are any delays, and we promise that, at our own pace, we will do our best to surprise you not only with EE!, but also a super secret (and as of yet unannounced) project we have been working on.

Please stay safe, everyone, and thank you,

#17 Re: Game Business » Everybody Edits || A message from the staff team... » 2022-01-03 07:06:32

AllenCaspe9510 wrote:

Is the background in the video, the actual EE! background in-game?

It is. //

#18 Game Business » Everybody Edits || A message from the staff team... » 2021-12-31 22:13:36

Replies: 13

Heya fantabulous peeps, Satanya, your favourite demonic overlord, checking in!!

Thank you for sticking with us through the year! We've gotten a lot of work done, but we still need a bit more time to polish stuff and make it as awesome as could be!

So for now, have a message from our staff team!

Kthxbye!!! (and a happy new year too I guess)

#19 Re: Game Suggestions » EEU public? » 2021-11-04 03:08:22

The issue with EEU is that it is extremely unfinished and, quite frankly, opening it to the public would paint a bad image (why would we want to open up a barely-alpha product?)

boredguy69 wrote:

and oh a way to login with forum accs would be nice just add spikes,zombie effects and death doors/gates

That takes development time that can be better used in EE!. We aren't planning on adding anything new to EEU at this moment!

Sorry to disappoint!

#20 Re: Questions and Answers » What's going on with (EE!) now? » 2021-11-04 03:05:36

I'd like to clarify something. Development on EE! actually started in around late February, contrary to what many think. So EE! has been under development for about eight months now, on and off. When we acquired EE's IP we started cataloguing EEU code.

What is being worked on right now:
Largely, asset development. Given the scope of the game, it is what will take the longest. The second thing being worked on is integration. Can't clarify beyond that, I'm afraid! But yes, we are working!!

#21 Re: Game Discussion » Hints and leaks of unannounced content » 2021-10-25 17:29:55


Lena wrote:

That doesn’t actually look half bad
Also angry smiley
Just realised

Satanya wrote:

In-game name for it is Grumpy atm, but I might turn it into pouty
Different from the >n< one from EE

(Just for a bit of added context / order)

N1KF wrote:

Ha ha, very funny! /sarcasmer

Haha //

#22 Re: Game Discussion » Everybody Edits: The History of Minigames » 2021-10-10 01:41:37

This was such an amazing watch! A trip through memories and nostalgia. I love it!!

I can't wait to see the kind of stuff this awesome community'll come up with once EE!'s out! Just imagining it makes me tear up just a bit. c:

#23 Game Business » Everybody Edits! Interview with PR Guys ☆ » 2021-07-21 14:51:55

Replies: 14

Heya fantabulous peeps, Satanya, your favourite demonic overlord, checking in!!

It's been a while, but here I am back with another interview in my journey to become a realfake journalist!! This time, I've stolen the PR team away from their job and forced them asked them to chat with me! Here it is, the interview in full!

The Full Interview with Vice-T and mutantdevle!

This interview should give you more insight as to what feedback we look for and how we separate the useful stuff from useless stuff!

tl;dr cool interview with two cool peeps, next up's the musicians!!!!!!!!


#24 Re: Game Discussion » Hints and leaks of unannounced content » 2021-06-18 21:37:13

N1KF wrote:

Joke's on you, I don't check the EE! server that often and you just made it easier for me

Either way, that motivated me to catch up with Satanya's messages. (Other users' messages are in italics, for context.)

Dang, I should leak more stuff and post them here first... Extra points if you embed the emotes I used as images //

#25 Re: Game Discussion » Hints and leaks of unannounced content » 2021-06-18 17:54:56

Some extra smileys leaked (by moi) in the EE! discord which you should totally join and/or keep up with!!!


Since Halloween's like four months away it means it's a perfect time to leak these halloween smileys, right?! For those of you discord users, you'll know I recycled this joke, don't judge me!!!

P.S. Sorry N1KF, I beat you to it!

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