I don't think technical information is boring
. I am actually planning some stuff like that after this update, which by the way I have been working ridiculously hard on haven't slept much in the last few days trying to get it out the door. The reason this update is taking longer than it should is originally I was planing on only doing building layout generation, but no actual placement in the world yet. So I got half way through and decided that was really stupid because you guys would not be able to really play with the new buildings if there is only one in the dev test area. So I switched to doing high level world generation, city placement, and neighborhood layouts which also triggered a whole host of other system changes and problems that needed to be addressed. Among these changes where a complete revamp of the terrain system to fit world generation and the conversion to a logarithmic depth buffer.
The new terrain system can scale to effectively infinite view distances, has the same amount of detail near the camera as the old system, has invisible world shifts, handles speeds of any man made vehicle, and generates 100 times faster allowing for much quicker iteration. The new depth buffer allows view distances of over 1,000,000 km, but that caused zombies, particles, water, decals, shadows, first person weapons, cube maps, terrain, and building generation to all break. Then each of these systems required a somewhat different fix. I couldn't just switch back to the old depth buffer because the water would not work with it, and the view distance would go down to an unacceptable 10km with really terrible z-fighting.
So in hindsight I probably should have just finished building gen completely and released the less exciting update where you could see 1 building at a time in the dev test area. I just spread myself a little too thin instead of focusing on building gen or placement. Because of this the update has taken way too long and both building gen and placement are going to be less than half finished when released. The good thing is everything is set for both of these systems so its just a matter of iterating on the generation algorithms and adding more content now. Things will very rarely need to be ripped out and reworked after this update, just going to be adding stuff and new systems(vehicles, crafting, traps, ect.) to the world.
The plan after this update is to stick to a monthly pre-alpha update with a video. I'm also planning on doing a weekly blog post saying what was done the previous week. You could also help shape the update when I'm not positive on exactly what I should work on next. I've been hesitant about doing weekly posts in the past because sometimes a really terrible bug or something will take up way more time than it should and I don't like to write updates saying I fixed X seemingly tiny bug this week and did nothing else, but who cares I'll just be completely open and let you guys know everything from now on. I did start sort of a personal inventory on what I finish every day so I can remember exactly what I finished. I will probably start posting condensed versions of these on twitter sticking to the openness and who cares if I didn't get anything tangible done today. That's just the nature of development and there is no need to hide it from you guys. Lets just take open development to the extreme!