III - The pre-launch year's eve

 

Last week of 2019, we’re certainly not rushing things, but steadily working it out!

For the last week, I couldn’t post a dev chronicles because simply I wasn’t there (because of personal business I had to settle up), and I would certainly not just ask for what would the team work on, for the simple reason: unpredictable issues! Yes, recently we’re working on optimizing the map loading, precisely the tiles generation, and spawning, which costs a lot right now in terms of performances. But just today, we managed to achieve some progress on the transmitted data to the client, when entering non-loaded-yet regions. We went to our best low in terms of data space: less than 70 Mb of a huge chunk of models & textures & data! Impressive isn’t it 🙂

The guys are also taking it a little bit slow, waiting for some results on the campaigns tests we’re doing on Facebook, also from the Early Access traffic, to observe variations on the server and more.

Last but not least, as 2018 is coming to its end, the majority of people take new year resolutions and put objectives to their upcoming year on this mortal planet, but we ain’t wavering… Million Lords is moving nowhere but success: retention is doing great, the community is building so well, dev schedule is on time, and the team is way more motivated than ever, to continue on the great work, and bring the game into life! Until next week, I wish you a great weekend, a happy new year, and tons of happy and joyful moments, Cheers <3

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