After a short status update break with are back with your weekly dose of news and general musings from our headquarters.
Trophy Lodge update
It’s been exactly two weeks since we released Trophy lodge and your response has been very heartwarming. We’ve received a small mountain of feedback from you and we discussed it all in depth. The hotfix patch was already released last week and more fixes and improvements are being tested right now to be included in the next one.
For one, a lot of you have been reporting troubles with reindeer trophy placement, so we’ve decided to move those from medium wall plaques to large ones instead, which we feel is a more suitable place for their abundant antlers. We also slightly lowered the position of the top wall plaque and tweaked poses for red deer and elk, worst offenders in terms of antler clipping, so after the next patch it will be easier to place your monster trophies.
Secondly, we’ll be adding two more platforms for turkey, geese and pheasants. You said (and we agreed) that one per trophy lodge is not enough.
The last and hopefully the nicest bit, we persuaded Max the Taxidermist to keep his em$ fees at 10 em$, same as during the post-release week. I guess he was pleased that you were pleased with his work and the looks of your Trophy lodges 😉
Armed with more of your feedback, we started investigating the possibility to add full deer mounts for you to be able to showcase your piebalds and albinos in all their full-bodied glory, connecting the taxidermy to shooter instead of harvester, as well as a function to visit friends’ Trophy lodges when playing single player. In general, our feeling is that this feature has been really well accepted (supported by tens of thousands taxidermied animals), so we will continue working on it and adding more bits and pieces to the whole experience.
Trophy shot bonanza competition
It’s time to announce winners for our Trophy Shot bonanza competition! The EW team picked their favourites in two categories, and here are the entries that impressed us the most:
Best Trophy Lodge shots (winners get 1050, 950 and 700 em$ respectively)
1. Riumma
2. Foxtrotter (Max_Firepower)
3. Pittie
Best Trophy shots (all winners get a Trophy lodge)
1. Dilaj
2. Gas56
3. Villkatta
We’ve also decided to give Blendy a consolatory prize of 200 em$, as their trophy shot missed the top three by just one vote.
Congratulations to the winners and thank you to everyone for creativity and participation in this community challenge, let’s do more of those!
Latest releases
Last week we put up a new pack of Rocky Mountain Elk missions designed by our community member Dillakiller – get cracking on those and earn some gm$ for your taxidermy wishes!
This week we released four new face scarves in Blazing Orange, Happy Camper, Army and Boone & Crockett styles. They look dandy and the last two also provide camo against deer species. To accompany the release of the scarves, we are running a weekend sale on all the matching clothes and dog gear. Time to get fancy. And while we are on it, is there any particular style or piece that you feel is missing from our clothing gallery and that you would like to see added?
For now that’s all from us, check next week’s status update for the results of our recent player survey and introduction of our new front-end developer Katarina.
Fixed the issue with the taxidermy prompt not being available for some animals (was related to security token behaviour)
Fixed the missing taxidermy pop-up when a player clicks Escape when in trophy shot mode
Fixed the wield / unwield issue while entering the Trophy lodge (you shouldn’t be able to wield weapons when inside of the Trophy lodge)
Disabled emote and dog commands while entering the Trophy lodge
Fix for game crashes related to graphics code
Fix for the small terrain issue on Bushranger Run (floating barrels)
Performance improvements for the trophy manager when dealing with many trophies
Fix for the mission “I’ll give you a buck each”, so it now can be completed with all .243 rifles and .30-06 rifles
In progress:
Graphics issue on WRR
Filters to hide trophies in the Trophy manager
Investigating solutions for extra large antlers clipping through the roof for some large wall plaques – in the meantime, please try switching between different poses to find a suitable one
Issue where swapping two trophies would misbehave
Further digging into slow loading times for inventory
Bug with players not being to catch up with “roaming” bears
Bug with fleeing rabbits showing roaming tracks
Players getting stuck when pressing the Escape key while in the Taxidermy prompt menu (please avoid doing it until it’s fixed, click No instead)
Big day today! And not only because spring has finally come to Stockholm. After months of blood, sweat and tears (mostly tears), we are super thrilled to announce the release of one of the biggest features we’ve ever brought into theHunter. Introducing the brand new Trophy Lodge! If you watched our pre-release livestream on Tuesday, you already have a good understanding of what to expect, if not, you can catch the replay here.
You (and us too) have been waiting for this for quite some time, so I won’t be keeping you too long with my rambling. We put together game design notes which detail how to use the Trophy Lodge. In addition we welcome you to indulge yourselves in this detailed dev blog on how we developed this feature. We hope you enjoy!
Trophy Lodge Gameplay
The Trophy Lodge that you can find in the store features a “classy” style and has 21 slots for displaying different animals (4 large wall plaques for elk, red deer, moose and bison; 7 small wall plaques for small and medium sized deer, ibex, sheep and pigs; 5 small round platforms for small game; 1 large round platform for pheasants, turkey and geese; 2 medium platforms for wolves, foxes, coyotes and goats; 2 large platforms for bears and kangaroos).
You can own an infinite number of trophy lodges and you are free to fill them up as you see fit. Some players might opt to have one of two trophy lodges with their absolute best scoring animals, some will have one trophy lodge per reserve, where only species harvested in that reserve will be featured, some will dedicate one trophy lodge to their most special harvests including rares, non-typicals, amazing memories. Go nuts and enjoy!
All your Trophy Lodges are accessible from any in-game lodge that have a Trophy Lodge sign on the outside. You can find trophy lodges on all of the 11 reserves and when you approach the door you will be able to enter by pressing “E” (default key). You can rename your lodges as you wish, and lock them if you want to hide them from the curious eyes of your guests in a multiplayer game.
You can taxidermize every single animal you harvest, from now on. You can do it by paying a small em$ or gm$ fee to Max the Taxidermist (who is in charge of all this malarkey) from the game, right after taking a trophy shot or, if having chosen not to take one, by clicking Resume Game from the harvest screen (the latter prompt can be turned off in your gameplay settings). If you choose not to taxidermize your animal from within the game for whatever reason (no cash, you were not sure that your trophy was a rare one, just not in a mood or pressed the wrong button by mistake) your animal gets sent to Max the Taxidermist’s enormous fridge where it is kept for 24 hours in case you change your mind and want to turn it into a trophy. Please note that the taxidermy option from Max’s fridge costs slightly more than the on-spot taxidermy fee.
All your taxidermied animals can be found in the Trophy Manager, accessible from inside your Trophy Lodges by pressing “I” (default key). In the Trophy manager you can place your trophies in the current Trophy Lodge and check out trophy information. When inside a lodge you can also see details about displayed trophies by right-clicking on them; you can change their poses by left-clicking while the trophy info is visible. Try it out, it is much easier than it sounds. Any editing of the inside of a Trophy Lodge (placing animals, switching between poses) can only be done in your own lodge and in single player mode. Multiplayer is dedicated to showing off your lodges and trophies. When in multiplayer, guests can visit any of the host’s Trophy Lodges, unless locked.
Frequently Asked Questions
Can you taxidermize your old animals?
This is a good question and one which has been asked many times already. At the launch of the development process we were seriously investigating this option, but unfortunately we quickly discovered it would not be possible due to technical limitations. In order to recreate a trophy from a harvested animal we are now sending and saving a whole bunch of new data, which we simply didn’t have any reason to store before. We realize that it is rather sad news for those of you with a bunch of non-typicals, rares and top-of-leaderboard animals under your belts, but we hope you will also see it as a fresh start that will rekindle your passion for hunting animals you might have grown bored of. Plus, who knows, maybe your new personal best is just around the corner 😉
Can I customize the interior of my trophy lodge?
Not right now, but we built our Trophy Lodge with this possibility in mind. If this feature is successful and popular, we are going to work on customization and additional trophy lodge features, so you will have a chance to make it into your very own hunter’s den.
Can I delete my trophies?
No, we wouldn’t like to go down that road, since all trophies are paid for. But we are working on the function that allows you to hide the ones you are not interested in displaying anymore.
Any other question you might have …
… please ask in this forum thread. We will be there to answer them as well as read about your first impressions and feedback.
Time to Kick it Off
We are celebrating the release of this huge feature with the Trophy Lodge Bonanza Competition, in which you can win a trophy lodge and some sweet em$ prizes. And also we bribed Max the Taxidermist with some pulled pork and whisky and got him to lower his em$ taxidermy fees by 50%. That means for the next 10 days, you can taxidermize for 10em$, until the end of Sunday, May 28th (around the time we expect Max to sober up). Today we are also starting a new season, whohoo! So, get out there and get stuffing.
Trophy Lodges have been on our agenda for ages. When I say for ages, I really mean for ages. The very first mention of it on the forum goes back almost to the beginning of theHunter, year of 2008. Since then suggestions of some sort of trophy room have been popping up regularly, both in the forum and in our surveys where they always ended up in top tier of the most desired features. Despite this, the idea of the trophy room kept being moved down on priority list in favour of less daunting features. It felt like too huge an endeavour for a small and lean team as ours has always been, so the risks of commencing on such an adventure have been outweighing the expected rewards, and the trophy room post-it kept being put aside, time after time. Until December 2016.
Brainstorming
Trophy Lodge – first draft
Back then we gathered together for one of our brainstorm session to nail down what we would be working on in the upcoming year. Those sessions usually happen twice per year and are fun (and sometimes slightly crazy) discussions where everyone throws in ideas and we all talk tech, feasibility, community reactions and many other factors that need to fall together for a new feature to make its way to the roadmap. That time our 3D artist Mattias drew a fireplace with an antler rack above on a post-it and showed it to us as a first concept of a trophy room. Although usual concerns being brought up (Can we even do it on our engine? How long will it take? Where can we cut corners? Shall we take a “lighter” approach?), all of us got super inspired by the image of a cozy “room”, filled with gorgeous animal trophies and memories that are unique for each and every player. We looked at each other and said “what the heck, let’s do this, and do it right”. And so it began.
Design
Patrick Enz, Game designer
The work, as usual, started with putting the vision into design, compelling and comprehensible both for the team to work on and the players to follow. Our game designer Patrick took a first stab at it in January 2017 and it took at least a month of team brainstorms, multiple amount of changes and adjustments before we all felt that we have something we could work with. During those early meeting sparks would fly, not once but often our lead programmer Roberto would have to flush his infamous black book with the huge NO sign on it (when the rest of us went a bit too wild in our imaginations), but in the end we all managed to achieve something we could unite behind and what is, more or less, what you see released today, although we ended up changing, adding and cutting quite a few things as the development progressed.
From a game design perspective the biggest challenge was coming up with a gameplay loop that felt right and true to theHunter, which would encourage players to get their trophies taxidermized. With Patrick at the steering wheel we broke the whole design into small pieces and discussed how to tackle the amount of rooms, how it will all work in multiplayer, how to solve the placement of trophies, what to do with the indoor lighting, something we have never had in theHunter before, and other stuff. In general, in the game design we tried to find the balance between offering our players as much freedom as possible in using this feature while maintaining a strict gameplay framework which would make it possible for us to implement it technically. One example of such balance has been the decision to go for pre-set plaques and platforms and divide all our existing animals between them.
Trophy Manager – Design
“My favorite part with working on this amazing new feature”, Patrick says, “was when we finally were able to add taxidermied animals to the Trophy Lodge itself. It sort of felt like playing The Sims again but with a hunting mindset. Being able to place melanistic variations of animals all around my lodge gave me a satisfying feeling since melanistics are just awesome. Otherwise having the honor to create the initial representation of the lodge was an amazing opportunity since I saw it as my first step into the deep and complex field of game design itself.”
Art
Mattias, 3D artist
Johan, 3D artist
In the meantime our 3d artists Mattias and Johan started to work on the concept art for the Trophy Lodge itself. There were simple drawings picturing the layout and general look and feel. The initial plan was to create two different styles at the release, but due to time limitations we had to focus on one, the Classy style.
Mattias created a mock-up model of the entire lodge in the game to get a sense of scale and try out how animal trophies would fit. This was our first challenge, and in the end he had to increase the initial room space several times, because trying different animal sizes really made the room look small. Some of the antlers are huge!
Once the mock-up was nailed, Mattias and Johan made a long list of art assets that would be present in the room and assigned each of those priorities. So, walls and floorings would be on top of it, whereas the whisky and cigar corner, something all of us really wanted to see in the game, was cut due to time constraints.
Trophy Lodge – First sketches
After all the assets were finished the artists ran into another curveball. They had to re-furnish the room, trying to make it large enough for all the big animals (they were taking the largest animal per species as a benchmark) and look cozy at the same time. The most challenging task was definitely to scale the lodge correctly. Mattias and Johan had to go through several different mockups of room layout and size before it finally felt good. And even after they started asset creation they had to go back and scale the room further. Always larger.
The final step, if one doesn’t count bug fixing, was to create a “bake” for the static light, which is making a black and white texture with lighting information. After that it needs to be applied to the scene; the furniture, the walls and floor. This really helps everything go together better.
Trophy Lodge – Icons WIP
When asked about his favourite thing about working on the Trophy Lodge, Mattias says, “The best part was a certain point in the development when I felt we really had something going on; and that was when we made a small video for an internal presentation! Every visual bug was sorted out and it really felt like we had a chance to get it right. Work-wise I also appreciated working with rendering the lights for the room.”
Animation
Moe, Animator
From the animation side, Moe’s task was to pose all our existing animals on their respective plaques and platforms. Sometimes it was challenging to fit some animals with large antlers on their large wall plaques while still maintaining a good looking pose for smaller antler and animal variations, as those plaques are very versatile and can fit smaller deer to larger ones. That’s why when placing your trophies with huge antlers on the wall plaques, you would need to be smart where to mount them.
In the beginning we decided to go for just one pose per animal to save some time and work, but about a month ago Moe suggested we try to add support for multiple poses to make things more versatile. Our programmer Patrik tried it out and managed to get it done in a couple of hours, that’s why now you are able to switch between 3 poses per animal, and some of them have 5.
Client code
Roberto, Client programmer
Patrik, Client programmer
Robin, Client programmer
When we started to work on the Trophy Lodge we knew that it would bring a lot of technical challenges, and it did.
The first problem we needed to solve was the Trophy Animal system. Specifically, how to reuse the most from the animals we already have in the game, being able to recreate the very same beautiful antlers, at the same time saving as little data as possible on the server side.
As this entity is something new for our code (we have items, animals, critters, all with their own specifics, but nothing that would combine characteristics of both animals and items), we had to create a new one. In the end we managed to create a new kind of item – TrophyAnimalItem – that bring all of this with it, saving only a few magic numbers for the antlers and avoiding to change anything in the current animal and population system. Patrik did an amazing job creating a dedicated loading system for the TrophyAnimalItems, making it easy to expand and maintain.
Along with the new type of item came the way of managing the Trophy Lodge itself with all the trophies and the dynamic plaques. Roberto and his team created a file where the designer and artist would bind the plaques and platforms in the settings with the real object in the game, managing to enable only those that are actually used. All of this is then synced with the back-end and the new Trophy Manager interface that Luna created.
At this point we had to establish communication with the server to be able to update the status of the lodge with all the animals at their right places with their right textures and poses if one leaves the Trophy Lodge. To do this, Roberto and Luna decided to create a .json file with all the information about the animals in the lodge. When the game client loads the lodge it sends the request to the server about the updated lodge data and then recreates the trophy animals with all their poses on the fly.
Trophy Lodge – Early stage of development
To place your animal in the Trophy Lodge you need to be able to taxidermize it, so Robin created a smart system that manages communication with the server, the interface and the way the client stores the data for the animals we harvest. We had to make some changes to the harvest flow, specifically in the trophy shot system, but in the end it was absolutely worth it.
When everything for a real Trophy Lodge experience was in place code-wise, the client programmer team focused on the multiplayer functionality, like the synchronization of the position of the players, so that different players can be in different lodges at the same time without clashing together or seeing each other. We ran into a whole bouquet of issues here, both related to fast-travelling and collision hiccups, but in the end, with a lot of effort and passion we managed to nail them, hopefully all 😉
As always, there is stuff that could be improved and things that we could add but we laid out a very solid foundation and are really happy that we managed to solve all the tech challenges which, historically, is something that has been holding us back the most.
Backend code
Luna, Backend programmer
Luna’s part in the project has been quite significant too. On her plate there were:
Server (both engine configuration, tracking taxidermy data and tracking lodge data)
Game UI (lodge selection and trophy manager, as well as linking things with the client)
Launcher (fridging functionality)
The main issue was time, and the amount of things that needed to be done. Thankfully, Luna managed to maintain a good pace and get everything finished and polished up a few days before our planned release date.
For the Game UI, we decided that starting fresh with a new codebase for those particular UI panes would be a good idea, it was a lot of fun making those from scratch with more modern code and a new way of working.
Beyond that, the server bits were rather interesting, it might not look like it, but the server has to do a lot of work and tracking behind the scenes to make sure everything stays consistent and everyone gets their trophies.
Result
As you can tell from the above, what we are hyped to present to you today is the result of many months of hard work by the whole team. Sometimes we didn’t know whether we would pull it off at all, sometimes we ran into a brick wall and had to engage all the creativity we had to get out of horrible situations. Some things got waived and scraped along the way, some things were added, some things were left out for future iterations, and we really hope we will have them one day soon! All in all, we are extremely proud of what we have achieved as a team and we hope you will use the Trophy Lodges, fill them up with your proud trophies and feel the love and care we poured into it.
Future
We hope that the story of the Trophy Lodge in theHunter doesn’t stop here. We already have some plans for some future iterations and additions. What are they? You tell us! We are looking forward to continue developing this awesome feature together with you.
Doc’s Desk Mystery revealed in the pre-release Livestream
As we are approaching the huge milestone of 1,000,000 community harvests and Doc’s desk keeps shedding its clutter, with the last two items being expected to be removed by the end of this week, we thought it might be time to break out the big guns and show you what we have been working on for the last months! Today we are announcing the pre-release livestream showcasing the upcoming feature. What exactly? You will (probably) learn very soon, just keep hunting ethically and contributing to the Doc’s Desk Mystery reveal.
The pre-release livestream will happen on Tuesday, May 16th, at 19:00 CEST on our official Twitch channel. Our own livestreaming aficionados Johanna and Stefan will be leading it and yours truly will join them to tell you about the development of the upcoming feature and reply to any questions you might have. Be there!
New dimension of varmint hunting
Yesterday we released two new items that have been a very popular community request and, consequently, frequent residents of our roadmap brainstorming sessions. Motion Predator Decoys. With this addition we are also introducing a new level of Fox and Coyote hunting. Sure, the good old Jack Rabbit caller gets the job done, but the new decoys brings out a new level of concealment by providing, in addition to strong attraction, a level of distraction as varmints become too preoccupied by the erratically moving furballs to notice the hunter in concealment. To add to that, Coyotes and Foxes tend to come back to the decoys after some time, so after having smartly arranged your set-up you can enjoy a relaxing cup of java while working on your Fox and Yote Ranks and Achievements. Our client programmers Roberto, Linus and Robin have done a great job on gameplay mechanics for the new decoys, the glorious models brought to you by our art intern Johan and those brilliant animations you can watch forever were done by our one and only animator, Moe. Hope you enjoy this new addition!
As I’m writing this, I got a heads-up from our client programmer Roberto that we released a small patch (2017051201) fixing the bug related to foxes, motion predator decoys and the Jack Rabbit caller that sneaked into the game yesterday.
Sneakathon 2017
Together with the motion predator decoys we launched our annual event to celebrate one of the most vital skills of a hunter – being able to stay unnoticed. Sneakathon 2017! Like last year, we are featuring five of our most skittish species in a set of missions that will give you a coveted entry ticket for the competition to get the fame and glory of the sneakiest of the EHR in pursuit of the turkey on one of our most challenging reserves, Settler Creeks. For the duration of the event, we are running a sale on all Sneaky 3D camo clothes, so it’s a good chance to stock up on gear.
Player survey – last week!
Finally, a reminder to those of you who haven’t filled in our player survey yet – please do, we are very curious to hear what you think about the game and what you want to see next. The survey closes in one week, on May 19th midnight CEST – take it now!
Hope y’all are fine and dandy on this marvellous Friday! Stockholm is finally warming up following the seemingly endless winter, and people at the office are also becoming less grumpy and even Doc feels like a rather pleasant human being, for once!
Doc’s Desk Mystery
We believe it’s your fantastic efforts to clear his desk of all the mess that has put him in a chirpy mood. As I write this, the total number of community harvests is approaching 440,000 which means we are almost halfway through, and some things are starting to become visible to tease your imagination. There are some guesses and theories being shared in the forum but, for now, we won’t be commenting on those. Not until the last leaf falls off Doc’s desk. We’re following the thread and reading your conversations eagerly, discussing it intently within the team. Thank you for your fantastic engagement!
10mm Semi-Automatic Pistol
Earlier this week we released a new instalment for our handgun gallery. The sleek 10mm semi-automatic pistol. Semi-automatic firearms have been notoriously popular with our community and this one is no exception. Following your feedback about the performance of the pistol versus large game, yesterday we tweaked its ballistics data a bit to give it slightly better penetration. Right now we are running a special close-up challenge for you to try out the new pistol, and you can also find a matching bundle in the store.
Player Survey
Following our good tradition, every year in spring we run a large player survey. Lots of good things have made their way into the game as a result of those surveys, including Timbergold Trails, feral goats, not to mention more stuff that is currently in the pipeline. Of course, we collect your feedback every day from the forums, support and social media channels, but this kind of global survey helps us reach as many of you as possible and collect a vast amount of community data, to make sure that we are developing the game you enjoy.
The theHunter 2017 survey will be open for 14 days, from today until May 19th midnight CEST.
It should take you no longer than 15 minutes and we would appreciate your honest and detailed feedback. You can only participate once, but please ask your hunter friends to complete it as well. If you answer all the questions and fill in your theHunter name at the end, you’ll be automatically enrolled in our em$ draw, in which we will randomly choose five players and gift them 1,000 em$. You can also choose to submit your answers anonymously. Please note that even if you let us know your name, the information you provide will not be stored with your account details, shared, sold, distributed or used in any other way that may harm you.
Finally, we would like to give you a brief overview of what we are working on. Obviously, almost all of us are busy with the mysterious creation hidden on the Doc’s desk, but not only that. Roberto has been doing an excellent job on our web launcher, and we can now say that we are in a very safe spot when it comes to patching the web launcher so that you don’t have to resort to the Steam workaround any more (unless you prefer to use Steam of course). We still have some work to do there before we can confidently say that we fixed the issue once and for all, but we are getting there.
Linus and Moe worked on some Dall Sheep related bugs that were fixed in the patch yesterday. We are aware of the crazy Dall Sheep scoring bug that is still experienced by some players, and we continue investigating it. In the meantime, we will regularly rid the leaderboards of erroneous scores.
As always, we are trying our best to find a good balance between fixing bugs and developing new things and we appreciate your help in filing proper and detailed reports in the bug forums, which we always read and take into account.
Time for another status update from us and boy, have we got some sweet news for you today!
Dall Sheep
For one, we released a new species this week – the Dall Sheep! It’s our 39th species, can you believe that? The release went well and many of you reported the smoothest patching in a long run. That’s really heartwarming for us to hear, as we know this has lately been a pain for our players who use the launcher. Although it’s a good progress, we don’t stop and continue investigating the murky waters of our launcher patching code and we hope to fix it once and for good, for all of you.
Coming back to our sheep, from the feedback we’ve gathered so far you have been enjoying our new snowy residents. I for one think they have brought lots of fun to the around-mountainous areas of Whiterime Ridge, with their lovely furs and rather entertaining calls. If you haven’t seen one yet, check out this video HooCairs made on our beta server, showing off their dazzling beauty:
With the amazing animal variety we have in theHunter now, we would like to know where your preferences lie – tell us what your all-time favourite animal is and why? Share it away in this forum thread – looking forward to your replies!
Doc’s Desk Mystery
If you’ve been following our communication closely, you must remember that we’ve mentioned some big feature our team have been working on for months now. I know you are all super curious and we can’t wait to tell you more. But our beloved Doc, being a grumpy fellow he is, is not very keen on revealing anything to anyone before “the time is right”. To all our pleas he would only go like: “Make them wait”, or, ”Good things come to those who wait, Doc says”. And a whole lot of other clichés only he himself finds amusing. But after quite a bit persuading on our part, we came up with a compromise – today we’re launching a campaign, in which you, our community, will influence how fast the mysterious new feature gets unveiled and, at the same time, make our Doc happier. You’ll have to do what you are best at – hunting and harvesting animals in EHR (no unpermitted hits though, otherwise this whole thing might go down in flames). If we do well, Doc will remove clutter from his incredibly messy desk, slowly revealing something hinting to the upcoming feature underneath. You can find more details and discuss all this mysterious stuff in this forum thread.
Lock&Learn with Lead programmer Roberto
Our Lock&Learn will happen today, at 16:00 CEST, and in this episode you will get a chance to follow Johanna and Stefan to Whiterime Ridge, joined by our Lead programmer Roberto. We will be running our traditional Friday Dev competition at the same time – don’t miss, we’ll see you there!