Funded! This project was successfully funded on December 22, 2012.

Update #44

Combat Video and Update

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 Hi Everyone,

This video shows the basic combat gameplay (how to equip your companions, modify weapons, commanding a squad, cover, etc)

Some important features for the next build:

1. AI can do proper pathfinding outside of the base.

2. If your companion got lost(for instance, you left him too far behind), he would return base.

3. Certain attachment can be mounted on certain weapon(for instance, a sniper scope can be attached to most rifles)

4. You can spend the extra money on some bonus cards. for instance you can buy a reinforcement card for 5000. And what it does is basically calling 5 militia men to fight for you. This feature is not that important to the overall gameplay, it just brings a bit more fun and balance.

Known Issue,

The previous issue was the pathfinding and it was solved. Now we have had some reports on crashes and saving problem. The crash is the tricky one, since it could be caused by so many factors. We are working with several testers to solve this problem and hopefully the system will be more stable in the next build.

What's next

The game mechanism is pretty much what it is right now. There could be a lot more features to be polished and added in. But we think that if the game is more balanced and without bugs, it will be playable. So debugging and balancing is what we are focusing on right now.

1. Adding music and sound effects

2. Add a large vehicle to carry more people(we only have two small buggy cars at the moment). It makes life easier if you want to lead a large team to expedition.

3. Adding backer customized items(customized characters, item designing, location name, etc) We are sending out surveys to collect these information.

4. Debugging, Debugging, Debugging....

Estimated Release Date 4/20

PP


Update #43

Updated gameplay

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Hey folks,

Here is a brief instruction of base management. We will record a combat instruction video for the next update.

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A chaotic fire fight

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Update:

1. You can build wooden and stone houses

2. AI can find cover in a fire fight. It was difficult to achieve for an open-world game because it needs a locators placed in the map for the AI to recognize. 

3. You companion may flee from battle if morale is too low.

4. All locations are finished and tested.

5. Most bugs from the last build are fixed.

What's next?

We will keep doing the debugging and optimization. At this point, we are not adding any more features. We are polishing what we have right now.

Technical Difficulty

Pathfinding: It is hard for an open world game to incorporate fantastic pathfinding. Because of the massive scale of the map and the large amount of objects in the scene, it is impossible for a traditional A* pathfinding method to run effectively, and it takes forever for navigation mesh to bake. Other than these two approches, we also tried some other methods but none of them really worked. So right now the only place where you can get true pathfinding is your base. As soon as AI left the base, they could get stuck easily. We know there must be a way around but we haven't found it yet. So if you had any insight on this, please don't hesitate to share it.

PP


Update #42

melee combat and the next step

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 Hello Folks,

According to the feedback from the last alpha test, we decided to spend time on polishing the features we already have by adding details, rather than developing new features. There are some significant progress we have done.

1. Melee Combat: Ammunition will be more scarce.

2. Character Control: Many people has complained about the aiming, so we did some modifications and now it should be easier to aim and shoot.

3. Base Building: We are adding more details to the base building to make it more important.

4. Quest: We have added a few simple missions to the game. The main purpose was to test the quest system.

The next step: Polishing, balancing and debugging. A lot of details(UI elements, sounds, interactions) needs to be added to bring a smoother gameplay and that is what we are focusing right now. 

Newbies Village
Newbies Village

Update #41

Progress 11/4

16 comments
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Hey, Squirrels!

We are making progress. From the previous lessons, we figured that moving too fast will only ruin a game..So we shall take our time, to discuss, test, tweak and move to the next step.

We are now ready to release beta 2 or alpha 2(don't know exactly which one to use). The link will be sent through private messages. Still, if you are a backer and never received the link, contact me through   contact@pelolo.com

We have been working on a smaller map in the past two months, because the original 10*10km map is just too large for us now.  The small map has everything that the large map has, villages, camps, city, factories...only smaller in scale. It is perfect for gameplay test. We will resume the work on the larger map later.

base
base
character panel
character panel
base building
base building
map
map
squad
squad
military
military
on top of a hill
on top of a hill
trading
trading
junk
junk

Update #40

Work In Progress # 10

18 comments
4 likes

Hello, Squirrels.

We re-wrote the game user interface. It is working much better now.

And something you may not know .

1. Almost anything you pickup is useful. For example a Kitchen Knife can be put in your kitchen to increase productivity.

2. There are many special regions(A factory, a village, a camp...) that you can occupy and manage.

3. Some of the base structures can be upgraded(for instance, you can add the venting system to a kitchen to increase its environment status)

Cheers,

PP

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