Its been a while! The team's been hard at work on TOP SECRET stuff the past few months: two huge late-game regions filled with unique creatures and art. We're through a good portion of that now, so on to implementing some graphical stuff and UI, all of which is spoiler free of course. To get things going, here is some new footage from the updated Heavy Industry region:
Im sure you noticed some new things from that video...
A map was something we had been pretty hesitant on initially, but due to the huge size and complexity of the world (1200+ screens!!) it became pretty obvious we needed something to help the player visualise the environment, so we spent some time finding a suitable solution.
The map as seen in the video is still early graphically, but the functionality is there. Fairly self-explanatory, the map fills in as the player moves through the world based on what the slugcat sees. Time will proceed as normal when in the map (so player can be eaten or rained on, etc), so the background will be semi-opaque, allowing to player to see if a predator is sneaking up.
One thing that we are concerned with is avoiding a situation where the player “plays the map", running around with it semi-opaque, or quickly tabbing in and out like its a HUD, etc etc. Instead, our concept for this is something like the slugcats visual memory, which requires some time and concentration. So the idea is that the player finds a safe place to hide for a minute or two and think hard about where its been, thus far off locations will take a little while to fill in, etc. (You'll notice that in the video 'lil slugcat closes its eyes to concentrate, awwww!)
You probably also noticed the new food counter UI, which up until now has just been a number appearing above the players head when they consume food. We are in the process of moving that over to a more final UI version now, which is a system of dots and circles that appears when the player stands still for a period of time:
It should give a little better indication of the hibernation food requirements, and gives up some good tools for shaping the cycle to cycle player experience:
In multiplayer modes, a UI with the corresponding player colors will appear in different corners of the screen.
Right now Joar is working on what should be the masterpiece of Rain World AI, a knuckle-walking, tool-using creatures as intelligent and capable as the slugcat: the Scavengers.
Early visual tracking:
And finally, some close to finished scavengers!
I wont go too deep into their specifics, but suffice to say that they factor heavily into the Rain World ecosystem and narrative.