Video update coming shortly
Just wanted to give you guys a heads up.
The video update is coming here very shortly. While we have been sorting out the issues with the world generator we have also made a lot of progress on multiplayer networking. The basic framework of setting up and joining LAN and online games is established.
I've redesigned the base building mechanics to what I think will be much more streamlined and fun. It also ties in heavily to the skill system. This means depending on what route you take with your character you will have access to different structures/bonuses that benefit the entire party. Below is a brief "tech tree". This is not final but it may give you all a look into what we are aiming for.
*Above is a concept of the tech tree and will probably change a bit, but the idea remains the same
Assemble, disassemble, and crates
The blueprint system wasnt working like I imagined so I went with another approach.
The "workbench" structure opens up most of the structures in the game. Choosing a structure at the work bench and crafting it (with required resources) will create a crate. These crates are the start of your new structure. Imagine your survivor has sorted out all the bits and pieces of what is required to build the structure and has temporarily stored them in this crate. You are able to pick up the crate, move it to a new location and unpack it. The placement of the building remains the same with a ghost image appearing where your new structure will be placed.
*Workbench UI concept
If you noticed above, there are blank tool slots. The tools have been moved off the characters and on to the workbench. Each workbench will need its own set of tools in order to unlock more structures. Once a tool is placed into a slot, all players who interact with that workbench have access to those new unlocked structures. Players who have reached a certain tier in specific skill trees will not need the required tool to craft structures related to their class.
You are also able to disassemble structures into crates and move them. This replaces the need to learn new blueprints in order to build them. A couple examples:
- You need a wall built so you interact with the workbench, choose the wall structure, and a crate appears. Pick the crate up, place it somewhere, disassemble and place.
- You found a structure you would like to take back to your base. Disassemble it, pick up the crate, load it into your vehicle, and take it back to your base.
Of course, if you would just like the resources from the built structure you will be able to destroy and gather its resources though you will not get back the full amount used to build the structure.
The reason for this change is, simplicity. It is easy to understand and pretty easy to implement.
We are also a few days away from launching the new website. A temp website is up for now and you can subscribe to be notified when it goes live. I will also post an update here.
Everything mentioned above has been implemented and I will go over them in the upcoming video update.
As far as I can see and if all goes according to planned we are getting closer to an alpha release. Keep in mind that in this release you should not expect to find every feature in the game. By this I mostly mean things that create "variety" (an example could be many different vehicles or many visual character creation options). These will be added with time.Everything mentioned above has been implemented and I will go over them in the upcoming video update.
I'll do my best to keep everyone informed on the progress of the combat system and world generation and will post a video here shortly. Thanks!