ROAM - UPDATE
This is just going to be a standard update this time. Sorry, no video in this one! Some things we have been doing since the last update:
Reworking the UI, polishing, fixing bugs.
As mentioned in previous videos, we are aiming to keep the UI simple but informative. We will go over some of the changes in an upcoming video.
Somehow this slipped by, Oops! We had implemented drinking already, now players can collect and eat food to restore hunger.
Character creation "Backgrounds" and "Negative Traits" implemented.
A background will influence your characters stats right from the start as well as their stat gain throughout the game. A negative trait is something every character must choose that acts as a "debuff" to that character. Examples of each:
Nursing student (Background)- "You were studying to become a Registered Nurse before the apocalypse started. Your knowledge in medicine is limited but that's better than nothing."
Nursing student attributes:
- +1 skill points in First Aid
- Small boost in First Aid skill gain
- Skills other than First Aid are slightly harder for you to learn.
Weak Immune System(Negative Trait)- "Even as a kid you were constantly getting sick. You are surprised you have not caught whatever caused the apocalypse."
Weak Immune System attributes:
- Higher chance to get sick.
- Takes longer to overcome illness.
Expanded upon the existing stat/skill system.
The skill system has been fully implemented.The stat/skill system is tied in to the character creation menu. Choices you make at character creation have an impact on your stats as well as minor game play elements.
Every day that passes in the world of ROAM, the player will earn a stat point as a reward. There are 6 skills with 4 milestones each that the player may choose to put a stat point in. I will briefly go over the reason why we chose to do it this way:
In most RPG games that I can think of, the player is limited in the number of stat points they have access to. ROAM is no different in that regard, but different for other reasons.
- In a traditional STR, DEX, INT model the player ends up creating their own class.
- In higher end MMOs, you are given "talent points" every so often that give you a chance to customize your class.
In ROAM, we wanted the player to take sort of a backwards approach to a "class" system. Like an artist starts with a blob of clay and sculpts it into a piece of art, we want to do that except kind of backwards, if that makes sense.
Players will come into the character creation screen and have an idea of what role they will be playing. Maybe you are playing with friends and you are going to be the scavenger while your friend will focus on construction. At the very start of the game you will specialize in your role. As the game goes on, however, you will start having access to all of the other roles.
Doing it this way it gives players more of an incentive to work together. As the game progresses it gives individual players the chance to expand their skills and maybe discover another way to play the game. It also does not limit the player into a specific role, you are free to expand however you want.
Implemented different kinds of illnesses.
- Staying in the rain for too long with wet clothes gives you a chance to catch a cold.
- Eating contaminated foods/drinking contaminated water will give you a chance to catch other illnesses.
We are staying away from the standard "You are sick, lose hp over time" mechanic and instead focusing on a different approach. Catching a cold from the rain will reduce your maximum stamina until it is cured, becoming ill from uncooked/contaminated foods will reduce your maximum hunger meter by a certain amount simulating a reduced appetite, etc.
Non- player character group system
This has been implemented and is close to being completed. Currently, each player will be able to party up with 3 randomly generated non-player characters that are under that player's control. The way you interact with NPCs and the UI is still being worked on.
Loot tables and Item database
There have been many different loot tables generated and each item is tied to atleast one loot table, sometimes many. The purpose of this is to control where loot will spawn and where the player would expect to find loot.
The item database has been tweaked a bit as well to improve the overall inventory management system.
World Generation and Tile system
We ran into a bug with the navmesh generation that we are working out. (For anyone who is curious what exactly a navmesh is : It is data that the AI uses to know where it can and cant walk.)
This issue will be fixed shortly and is the main reason for a no-video update today. Once this issue is resolved a video update will be released.
Thank you for your patience.
We are doing everything we can to get the game into your hands as fast as possible while also not sacrificing quality. And again, we plan to have a video update out very shortly.