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New Beginnings for Eternium

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  • Tin Man
    replied
    Who/where does my lawyer serve the papers for the personal injury lawsuit due to the severe whiplash injuries that I have been suffering?

    Gonna port Eternium to Unreal.

    Gonna port Eternium to Unreal.

    Not gonna port Eternium to Unreal. Develop on Eternium is dead and any new content will be Eternium 2.

    Here is a first look at proposed Eternium 2 graphics and Unreal feel.

    Taking steps to get Eternium ported to Unreal.

    This is all over a period of four years or so?

    That Eternium as we know it, if I understand correctly, is good as the game play style is nice and the proposed Eternium 2 peak behind the scenes greater changed that. The steps port Eternium to Unreal will have to be rather involved, only makes sense. Yes, I understand that Dream Primer was over enthusiastic is making their initial Unreal port comments so long ago and this can be forgiven.

    Nothing that you have said is bad news. The bad news is that there is such a huge gap between any news even just a "We are still working on this." Is a least a quarterly check-in to say that there is at least still some neural activity left in the process, asking whether there is a remaining heartbeat could be too big of an ask. Yes, Travis is great and points out that Dream Primer still exists and that things are still going on behind the scenes. I am talking about a formal update that you do not have to be a frequent crawler of the Forum or Discord to spot or have long-in-the-tooth history to get some sense about what is going on.

    Way too long between formal announcements. Updates that we have taken a fork in the road and even circled back a bit can be uncomfortable but still let your relationship to get some critical oxygenated blood to maintain some vital neural activity.

    Every formal update that has been made and even the less formal ones are greatly appreciated.

    Patience is running very thin. Add a layer of protection more frequently by giving us some real carrots even if we are not necessarily going to not be able to sleep for a month because the update is so massive that our excitement is more than a 5-year-old sitting at the base of a fully stocked Christmas tree.

    Yes, thank you for this new update. The news is encouraging. That Dream Primer and Making Fun continue to work to bring us this game that as absorbed so much of so many lives is appreciated.

    The whiplash is not an issue and even not unwelcomed news. The gaps between anything are what is heard loudest.

    Gonna have to have some wounds for our fingers before some of use become less cynical and more encouraged.

    Leave a comment:


  • John Welch | CEO
    started a topic New Beginnings for Eternium

    New Beginnings for Eternium

    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
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