Welcome Renowners, Mr. Z here with some exciting news about a new map and changes to our backend.
One of the biggest complaints weve had in our Survival playtests has been the lack of space to build bases on the map, given the map was originally designed for a 4 Team Raid mode, this is quite understandable. Fear not because weve addressed these issues by completely revamping the map. The newly named map: Algara Isle, now has the shape of an island with water on all sides, and the former map boundary cliffs have been removed.
The overall size of the map is roughly 60% bigger, but that doesnt tell the whole story. Originally, the Winterhold castle area took up a pretty large proportion of the map, with the area being unavailable for player bases. Most of the new areas with this map extension have added quite a bit more building space for players. Weve also added brand new POIs to the map to give players more locations to fight over and to spread the loot a bit more, as it was too concentrated in the Winterhold area, which let high performing groups of players dominate most of the loot too easily.
Here KZ wrote us some details on what the goals of the new map expansion are:
Main Goals of the Map Expansion:
Increased Space for Building: The primary objective was to provide players with more room to construct without feeling crowded.
Enhanced Player Interaction: Despite the expanded area, maintaining player encounters was crucial to fostering community and interaction.
Abundance of Points of Interest (POIs): To prevent the expansion from feeling like a mere walking simulator, numerous POIs were scattered throughout, offering exploration and activities.
Balanced Development Opportunities: Ensuring that building in the outer regions remained worthwhile was a key consideration.
Integration of Features and Optimization:
Gradual Introduction of Biomes: The expansion serves as a platform for introducing and refining biome mechanics, allowing players to experience varied environments.
Incremental Feature Testing: Features from the larger map are being methodically integrated and tested in the expansion, optimizing functionality and player experience over time.
Continuous Improvement: The expansion provides an opportunity to address existing issues in the larger map, refining gameplay and performance iteratively.
Theres a couple of questions many of you must be thinking, why did we expand the old map and what's going on with the upcoming survival map? As many know, navigating the waters of game development is a very volatile experience, and often requires changing course quickly. Weve made a slight course correction as we were expecting to be able to release a new map around this time, but unfortunately we ran into a lot of obstacles along the way. The biggest of which was performance issues that we havent been able to resolve yet. When making the new map we decided to use a new system for placing foliage in Unreal 5 called PCGs. It produces some pretty impressive and organic looking results but unfortunately it has nuked our performance to well below our intended targets.
Given the time crunch were currently under (we only have 4 developers), we decided to revamp the old existing map to alleviate most of the issues players had with it as it was pretty playable already. Thankfully, the expansion of the old map seems to have had no effect on performance. There were also other performance issues with the full survival map, and we havent had enough playtesting on it to balance out all the Loot and POIs. A map extension to our old map seemed like the obvious thing to do and it seems to have paid off as well be getting it released in a major patch shortly.
So whats the plan with the full survival map? Our focus right now is shifted at the Steam Open World Survival Crafting Fest at the end of March. Thats right, were doing another demo and this time for a Festival, were going to have a lot of players during the festival so this is the perfect time to gather up the gang for a new wipe. After that demo ends were going to redirect and redouble our efforts back into the full survival map. Were very excited to get it playable since the maps large size is also going to necessitate the introduction of rideable Horses to the game, which have been expected for a long time.
We have some other good news relating to the backend of the game.
Were now using Epic Online Services (EOS). EOS gives us 2 new features weve been badly needing, a good anti-cheat service and VOIP. To be perfectly clear, the game is still coming to Steam without question, EOS is compatible with Steam and lots of games on Steam are using it lately.
Anti-cheat has long been on our minds, despite the game still being in Alpha weve already attracted the attention of hackers. Nobody likes hackers, weve all played many games that have been ruined by their presence, so were taking a proactive approach early to deal with them.
One key feature that was missing in our last playtest was Voice chat. Its a very integral feature of PvP open world survival games and its absence was felt pretty strongly. We were relying on a duct tape solution for voice chat that was sending the voice data through the same game server that players were on, but unfortunately that has massive performance issues and simply doesnt scale to the player counts were expecting. Were now using Epic Online Services Voice, which shifts the performance costs of Voice chat to the Epic Backend instead of our game servers. We cant wait to see what silly antics players will get into now that Voice chat works again.
Well have another dev blog soon with a big announcement, follow our announcements channel on our official Discord and Renown on Steam to stay appraised.
Renown
RDBK Studios
RDBK Studios
2022-2023
Indie Adventure Simulation Multiplayer
Game News Posts 82
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
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https://www.rdbkstudios.com/
https://store.steampowered.com/app/1488310 
Combat
The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.
Building
The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.
Raiding
The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war.
Gathering
Crafting
Key Game Features:
- Fast-paced medieval survival with a strong emphasis on melee combat.
- From building humble farms to huge fortresses, the choice is with the player.
- A focus on horses, carts, and cavalry warfare.
- Custom armor system that deflects ranged attacks.
- Group systems for making Claims, taking titles, giving ranks and more.
- Server Progression and Wipe systems, for an engaging and vastly replayable experience.
- Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
- Functioning Combat Alpha waiting for players
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