Hello again!
Thank you for the valuable feedback and questions in response to my previous post. There were some helpful insights and some fair criticisms. There were observations and speculations, some more accurate than others, but what can you expect without communication from us? While things may have seemed quiet at Making Fun and Dream Primer, the reality has been anything but. It is time to break the silence!
This post is mostly an update on Eternium. Dream Primer are excited to show you what they have been working on in Unreal 5. Expect a post from Adrian in January.
Managing a live game on an orphaned engine is no small feat. Dream Primer had someone who developed expertise hacking the engine and running the build process, but that person left and this difficult task fell on Adrian’s shoulders. Developing the next game and running events and a complex build and release process that gets broken by every Apple or Android API upgrade left little time for bug fixing or feature development on Eternium.
Together, Dream Primer and Making Fun discussed all the possibilities. We agreed that Eternium remains a best-in-class ARPG that should continue moving forward. We also agreed that we should support Dream Primer to pour their talents and passion into world building and multiplayer in the new Unreal-based title. To make this happen, we decided to move most Eternium development and live ops work over to the Making Fun team.
We are implementing the build process, including figuring out *exactly* what versions of various tools and libraries last updated years ago actually work. A few weeks ago, I was able to create a Marmalade simulator build on my PC! It was fun to be part of the action. Another MF engineer continued this effort, and we are now testing a build he made with the latest Android SDK, a necessary step before we can publish an updated build on Google Play. We are now working on the iOS build, which involves a tangle of Apple certificates, profiles, and other goo on top of the Marmalade madness.
I chose now to send this message because we are making tangible progress. It took substantial effort to get the first successful build on a machine not in the Dream Primer office. Now that I can play a release candidate build on my Pixel phone, I feel confident that the other platforms will soon follow.
Once the Making Fun team can build, test, and release on all platforms we will turn to migrating event management (start, stop, issuing medals, and cheater banning) from Dream Primer. We will add automation to process event results faster and issue medals in a more timely manner.
Moving a big chunk of the workload doesn’t mean Dream Primer is leaving Eternium behind. On the contrary, it means they can focus their time on the things that most require their very deep, specific experience. With engine and release management and event ops off their plate, Dream Primer can use their “Eternium time” to advance on the bug and feature backlog.
The decisions to create a “next generation” action RPG in Unreal 5 and to better maintain the Marmalade version still leave us with the question of what to do about our live game running on an outdated engine. We all still want Act V, new hero classes, and new event types! We have started to evaluate the effort to port the Marmalade code to Unity, an actively supported engine where Making Fun has deep experience and skilled programmers, so that we can resume the addition of major features.
Things have been in motion behind the scenes, and it is exciting to report that we have some new (to the project) people working on Eternium. You will hear from me more often going forward. Until then…
Happy Holidays!
John Welch
CEO @ Making Fun
Thank you for the valuable feedback and questions in response to my previous post. There were some helpful insights and some fair criticisms. There were observations and speculations, some more accurate than others, but what can you expect without communication from us? While things may have seemed quiet at Making Fun and Dream Primer, the reality has been anything but. It is time to break the silence!
This post is mostly an update on Eternium. Dream Primer are excited to show you what they have been working on in Unreal 5. Expect a post from Adrian in January.
Managing a live game on an orphaned engine is no small feat. Dream Primer had someone who developed expertise hacking the engine and running the build process, but that person left and this difficult task fell on Adrian’s shoulders. Developing the next game and running events and a complex build and release process that gets broken by every Apple or Android API upgrade left little time for bug fixing or feature development on Eternium.
Together, Dream Primer and Making Fun discussed all the possibilities. We agreed that Eternium remains a best-in-class ARPG that should continue moving forward. We also agreed that we should support Dream Primer to pour their talents and passion into world building and multiplayer in the new Unreal-based title. To make this happen, we decided to move most Eternium development and live ops work over to the Making Fun team.
We are implementing the build process, including figuring out *exactly* what versions of various tools and libraries last updated years ago actually work. A few weeks ago, I was able to create a Marmalade simulator build on my PC! It was fun to be part of the action. Another MF engineer continued this effort, and we are now testing a build he made with the latest Android SDK, a necessary step before we can publish an updated build on Google Play. We are now working on the iOS build, which involves a tangle of Apple certificates, profiles, and other goo on top of the Marmalade madness.
I chose now to send this message because we are making tangible progress. It took substantial effort to get the first successful build on a machine not in the Dream Primer office. Now that I can play a release candidate build on my Pixel phone, I feel confident that the other platforms will soon follow.
Once the Making Fun team can build, test, and release on all platforms we will turn to migrating event management (start, stop, issuing medals, and cheater banning) from Dream Primer. We will add automation to process event results faster and issue medals in a more timely manner.
Moving a big chunk of the workload doesn’t mean Dream Primer is leaving Eternium behind. On the contrary, it means they can focus their time on the things that most require their very deep, specific experience. With engine and release management and event ops off their plate, Dream Primer can use their “Eternium time” to advance on the bug and feature backlog.
The decisions to create a “next generation” action RPG in Unreal 5 and to better maintain the Marmalade version still leave us with the question of what to do about our live game running on an outdated engine. We all still want Act V, new hero classes, and new event types! We have started to evaluate the effort to port the Marmalade code to Unity, an actively supported engine where Making Fun has deep experience and skilled programmers, so that we can resume the addition of major features.
Things have been in motion behind the scenes, and it is exciting to report that we have some new (to the project) people working on Eternium. You will hear from me more often going forward. Until then…
Happy Holidays!
John Welch
CEO @ Making Fun
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