, ! Greetings, friends! This time, the grind system and related aspects in the game have been almost completely overhauled.
Activities
The game has been enriched with mining activities, resources, and equipment for all these tasks.
Ore Mining
A mini-game has been added here that speeds up the mining process. There is a chance that a crack will appear on the ore, and if you hit it, the player will immediately receive several laser outputs.
Organic Harvesting
The game has introduced several new resources for fuel (and not yet released potion brewing :)), 3 of these resources are organic. Organic matter itself can be harvested using a combine from all the plants in the game:
The other 2 can only be picked up. [strike]I had to tweak the optimization of a bunch of scattered items specifically for this >_<[/strike]
Granule Harvesting
Granules are small loose materials like spores or dust ([strike]spice[/strike]), some bushes drop piles of such spores, and they can be harvested using special equipment ([strike]vacuum cleaner[/strike]).
But for one type of resource, youll have to chase clouds:
Oil Extraction
Throw in the hose ([strike]fishing rod[/strike]) and make sure the hose doesnt get clogged by playing a mini-game.
Wreckage Salvage
Wreckage salvage is a bit of a different category, but nonetheless. Using the engineering module, you can extract parts and cargo contents after the transports death. This module also allows you to pick up everything within reach.
Specialized Hulls
For all this variety, I added specialized transports and skills.
General Mechanics Changes
Almost all mining equipment can now deal minor damage. If several such modules are installed, they can be selected simultaneously, allowing miners to avoid dying in traps and even fight back against villains.
Greetings, friends! This time I did everything little by little :)
Interfaces
Now important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom.
Survivability
The game has a low TTK and a very high cost of error, sometimes transports were one-shot from the fog of war, which caused player frustration. Therefore, now each transport has a personal shield.
- The shield has very little HP, but damage will not transfer to the body while the shield is present (conditionally, the shield has 50 HP, damage is 300. The 50 HP shield will absorb all 300 damage and the shield will break).
- The shield has high resistance, opposite to the default body resistances.
- The shield regenerates 5 seconds after taking damage to the body or shield (i.e., it will not regenerate at all during active combat).
Why?
- To take the first hit and give the player a couple of seconds to assess the situation (completely eliminates one-shot from the fog of war if the shield is present).
- TTK will increase slightly.
- Provides some regen without additional modules.
New Weapons
Finally, I was able to create a minimal set of weapons for all factions, and the greens now have medium and heavy weapons. Medium with damage ramp-up mechanics:
And heavy with area damage mechanics:
New Ammunition
Added 2 types of ammunition for ballistic weapons. Ammunition changes not only damage but also mechanics: for example, armor-piercing ammunition has higher damage, accuracy, and speed but shorter range, while explosive ammunition starts hitting the area. Shotgun with armor-piercing ammunition:
The same but with explosive ammunition:
Weather
The game now features its first weather phenomenon - dust whirlwinds. They now roam the map, dragging items and sometimes transports, and you can hide in them as they work like a smoke screen. Everyone inside cant see anything, but those outside cant see whats inside :)
These are the changes :)
Greetings, friends! As practice has shown, the game has very limited functions for car development, and as a result, the improvement process becomes uninteresting. Consequently, the player immediately tries to switch to a cooler car, forgetting about the previous one. So, whats new:
Body Modifiers
Each body now has three slots for installing mods, which differ from equipment:
- they do not consume energy;
- in addition to the buff, the module gives a significant debuff (for example: +25% to health and -25% to cargo hold);
- if you remove the installed module, it will break, and if you pack the car, all modules will break.
Synchronization of the synth with the transport
Essentially, this is a skill for a specific body. The more experience the player earns, the stronger their synchronization becomes.
- Every 5% synchronization gives 1 point to enhance a subsystem (attack, defense, navigation, energy, chassis);
- Every 25% unlocks or enhances a body perk;
Ability to expand small and medium power slots
At the base, you can rent a milling machine to make a hole in the body for new equipment
- only 1 slot can be installed;
- a level 1 slot gives a 15% HP debuff, a level 2 slot gives a 25% debuff;
- you can remove the slot only by packing the transport (which means all mods will break if there are any);
Fuel
A new category of items called Fuel has appeared, along with a new mechanic similar to the food mechanic in other MMOs. The main characteristic of fuel is its resource (how far the transport can travel on it), and more advanced types of fuel provide additional buffs, such as speed, charging, etc.
Thanks to these changes, you can now configure your car more to your play style: cover weak points or enhance strong ones. Most importantly, the gap between a fully upgraded small body and a non-upgraded large one has significantly narrowed.
Greetings, friends! The economic model of the game has been improved. In my game, the economy is entirely driven by player actions. This means that all items in the game, from resources to hulls, can only be obtained from other players or made by oneself. At the same time, all items can be lost in battles: if you are killed, the hull and most of the cargo and equipment are destroyed. However, this model has a problem: it will not work with low or absent online activity. To saturate the market, many people are needed to mine, craft, and trade. Therefore, I decided to upgrade the bots to participate in trading and wrote a global trading bot that fills the market with hulls and related goods.
Bots
Some bots can now pick up items (including weapons and equipment) in the open world and take them to the base. Miners extract resources and also sell them at bases.
Trading Bot
The bots goal is to fill the market with hulls, weapons, etc., and also create demand for goods (during tests, it was found that iron is the most scarce resource :)). The bot does not generate items out of thin air (that would be too boring) and operates according to all the rules of the game:
- The trading bot buys all the resources needed to craft an item;
- If there are not enough items on the market, it creates purchase orders where players can sell;
- When the bot has enough resources and blueprints, it crafts the item and puts it up for sale.
The bot takes the crafting assortment from the faction shop, so the assortment will be different in each region. The bot also has an exit strategy to avoid affecting the market in case live trading picks up. Its quite simple: the bot only crafts items that currently have fewer than 10 units on the market.
Pricing
If there were active trading in the game, one could take a range of transaction prices over a week, filter out the outliers, and get the average price according to the game. However, without players, this becomes a bit more complicated. How to determine the value of an item in currency? I solved this problem as follows: all items in the game at a low level consist of resources, of which there are only 6. I roughly know the ratio and value of each resource and assigned each a price:
- thorium 1 cr;
- copper 1,5 cr;
- iron 2 cr;
- plastic 5 cr;
- silicon 4 cr;
- titanium 5 cr.
Reworked Trading Window
- Now you can expand one table to the entire window;
- Sorting by some fields works;
- Data is loaded by filter from the back end, not all orders at once as before;
- Text search for both items and orders.
Greetings, friends! Continuing the topic of clusters (clans), when a cluster gets a base in the wasteland, it can participate in wars.
War
Two clusters take part in the war, one of which is the attacking side, and the other is the defending side. The warring parties are not subject to the rules of justice, even in safe sectors. To declare war on another cluster, you must meet several conditions:
- Your cluster must have a base in the wastelands, which you must designate as "headquarters" (1 base 1 war).
- The cluster you want to attack must also have a base in the wastelands.
- You must have 100000.0 credits in one of the deposits.
After the declaration, there is a 24-hour buffer period for preparation.
In the game, enemy transports will be marked with a special icon.
The war ends if:
- The attacking or defending cluster has disintegrated.
- If the war is not mutual and the attacking side could not pay the fee.
- The attacking or defending cluster no longer has a base in the wasteland.
- The headquarters of the attacking side has been destroyed.
- Both sides agreed to the status quo.
Mutual war
If the defending side decides to make the war mutual, then the attacking side no longer needs to pay a fee. However, it will not be possible to end the conflict for this reason either. You will have to negotiate or fight until the very end. }8)
Thus, it is better not to overestimate one's capabilities for those who want to start a war.
Siege
To end the war or weaken the enemy, it is necessary to besiege the opponents' sectors. Of course, you cannot just come to an enemy sector and destroy their entire base :). Before starting the siege, the attacking side needs to find a hacking device in order to hack the portal in the opponent's sector. This is an expensive device, and it can be obtained by participating in faction wars.
Sector owners must specify the time interval when the sector can be attacked.
The attacking side must hack the portal during this interval.
It is also possible to hack portals that have already been hacked. For example, a defending cluster or their allies can hack an already hacked portal in order to cut off possible reinforcements. As many clusters as there are entrances to the portal can simultaneously attack a sector. A sector with only one entrance is a very secure sector. However, attackers can alternately hack the portal one after another (but this will not be the cheapest operation). Only those who currently own the teleport or for whom it was assigned after the siege completion timer are considered attackers. This is important for the condition of ending the siege. After hacking the portal:
- The siege mode in the sector is activated for 1 hour.
- The teleport that was hacked will start to let all members of the cluster into the sector, even if the policy did not allow it before.
- There will be a field at the exits from the teleport that jams radars in order to slightly level out the problem of killing while loading.
- After the structures are destroyed, they will no longer be restored, including the main base.
- Statistics will begin to be displayed at the top of the screen: number of attackers, timer and base status.
Ending the siege
After an hour, hacked portals return to normal operation, and if the local policy is set up correctly, reinforcements for the attackers will no longer arrive (however, if the policy says to let everyone in, they will be able to do so). After the timer, the siege continues until all attackers in the sector are destroyed. Destroying the base also ends the siege. [previewyoutube=KylfENf8O2w;full][/previewyoutube] (of course, the base doesn't have so little HP, this is just for demonstration) If the base is destroyed:
- All property located in the warehouses of players and clusters will be lost or remain in debris.
- All orders on the market that are located at this base will be destroyed.
- Players who are at the base at the time of destruction will lose their transports and go to the capital.
Greetings, friends!
Continuing the theme of Clans/Clusters, each cluster in the game can establish its own base in the wasteland and capture an entire sector.
Establishing a base in the sector is a very expensive and risky operation, but the cluster that manages to complete this task will receive a fully-fledged base in the middle of the wasteland with rare resources.
What such a base provides:
- The base can have all the combined functionality of bases in safe sectors (resource processing, item production, parts, market, hangar, refueling and replenishing ammunition).
- All members of the cluster in the sector combine their view and radar in the "fog of war".
- A tax on trade, processing, and crafting can be set up at the base.
- Management of access policy to the sector.
- Construction of turrets and auxiliary structures, increasing security in the sector.
Sector capture
Not all sectors can be built on, otherwise someone will block all passages from one part of the map to another, and the game will break :). There are currently 9 sectors in the game that can be captured. They are marked with skulls [or the avatar of the owner cluster], and there are especially evil NPCs there. That is, only 9 clusters can have a base at the same time in the game, but one cluster can have several captured sectors, so probably even fewer.
In order to capture a sector, the leader or someone with the rights must reach it, open the construction menu and choose the location where the base will be established, and then pay the fee.
If everything went well, a construction site will appear at the base installation location, and the sector will be assigned to the cluster for 24 hours. During these 24 hours, the cluster members must transfer the necessary resources to build the base (finally, caravans). There is a lot of resources to transfer, and most likely both NPCs and players will interfere with you, so the caravans need to be protected :)
To add even more fuel to the fire, when the site is established, this news will fly into the local first channel:
Once enough resources are delivered, the base will be built automatically within a minute, and from that moment on, the sector belongs to the cluster.
But every 30 days, the base will need to be refueled with fuel and credits.
Base Modules
Initially, the base has a very limited functionality:
To expand it, you need to build appropriate modules (the construction process is the same as for the main base). Currently, there are four of them:
- Refiner allows you to process ore into raw materials at the base.
- Factory allows you to make resources from raw materials.
- Market a market for players appears on the base.
- Office functionality of a common warehouse and fast travel.
Defense Systems
To protect the base, you can install turrets, shields, radars, radar jammers, missile defense systems, and repair modules.
Currently, there are 3 turrets for short, medium and long range. The turrets have high firepower, but not very good visibility, so they need to be paired with a radar or actively illuminated if the enemy is using jammers in order to function effectively.
The shields provide additional area protection and automatically regenerate when there is no active fire.
A radar jammer suppresses all signals around itself, and there will be no markers in the fog of war. A repairman will fix buildings and units around him.
Energy, Rental Cost and Restrictions
All buildings require energy to operate. If there is not enough energy, the buildings will turn off one by one (first jammers, shields, radars and missile defense systems, then all others) until there is enough for the remaining ones. To increase the amount of energy, generators must be built. However, each generator increases the cost of refueling the base by 50%. Generators can be built anywhere on the map except in the area around teleports. All other buildings can only be constructed around generators. If a generator is destroyed and the buildings are not connected, they will shut down.
Buildings can be sold, and some of the resources will return to a box that appears at the construction site.
Protection against griefers
To prevent the entire base from being destroyed by griefers while everyone is sleeping, the cluster must set a vulnerability window when the base can be besieged (more on sieges next time). If buildings are destroyed outside of a siege, they will be rebuilt after a short period of time.
Local Policies
While you own the sector, you can customize access, taxes, and building behavior.
You can determine who can visit your sector and your base. Lists of allies / rivals are used for access, which are specified in the global policies of the cluster. Available access rules to the base/sector:
- all;
- cluster + allies;
- cluster + rivals;
- only cluster;
- everyone except allies;
- everyone except rivals.
Taxes
All players who trade, produce or process resources will pay you tax. The tax will be credited to the specified warehouse/account in the settings.
---
In the future, it is planned to expand the capabilities of bases by adding new functionality. But for now, the base works like this :)
Greetings, friends!
Although the game is single-player oriented, sociability is an integral part of any MMO, and there is no better tool for this than clans. In the game, Ive based the system on EVE Online, as its the same genre of game, and Im creating interfaces in HTML, so making hundreds of checkboxes is not difficult :)
In the game, clans are called Clusters, a union of machines for a common purpose. A cluster consists of the following entities:
- Participants, directly the players
- Roles, each participant has a role
- Permissions, tied to roles, allowing certain actions.
- Accounts, for credits
- Office, which are actually warehouses :)
- Policies, taxes, allies/opponents, etc.
- Bases, more on this next time
- Wars/Sieges, and more on this too
Participants
To join a cluster, you either have to create it yourself or find a suitable one in the search and apply there:
After that, the leader or HR will review your application and make a decision.
Roles/Permissions
When someone creates a new cluster, two roles are created: Leader/Member. The first has all rights, while the second has none. Then, the leader can create new roles with special permissions and delegate certain tasks to other cluster participants.
Accounts
Cluster accounts are a simple storage for the clusters monetary sums. The games financial system is set up so that each cluster has five accounts, allowing for finer control over expenses and rights to them. In addition, the accounts themselves can be renamed through the About the Cluster menu.
Any player can deposit money into the clusters account, even if they are not a member of the cluster. This can be done through the credit transfer menu.
Each account has its own logs so that those with audit rights can see who sent money where and from where.
Office
The office is a special place representing your cluster at the chosen base. The office allows you to have up to four warehouses on the base, each with a capacity of 10,000.00 cubic meters.
Before opening the office itself, the player will have to rent a space for it. Only those with the rights can rent an office. The rental price depends on the total number of offices already owned by the cluster and starts at 25,000.0 cr for 30 days if the office is the first. The warehouses and offices themselves can be renamed, performing this action in the About the Cluster tab.
If a player is late with the payment for the office rent, the base seizes the clusters warehouse, restricting access until the debt is paid.
Also, the office functionality includes teleporting the character between other offices, the only way of fast travel in the game, and only consciousness can be transferred, meaning nothing material.
Policies
The clusters policy is divided into global and local. More on local policies next time, as theres already a lot of text :) The global policy currently has only four parameters:
- Tax, if it is set, then a portion of the cluster members profits (from sales/missions/bounty hunting) will be transferred to the clusters treasury.
- Friendly Fire, indicates whether the justice system will work if participants shoot each other. Useful to disable, as in group battles, you can accidentally hit your own.
- List of Allies, allied clusters.
- List of Opponents, competing clusters.
Lists of Allies/Opponents
The lists themselves do not have any mechanics, except that the specified clusters will be marked in the game with an arrow indicating their status. The lists are anonymous, meaning a potential opponent or ally doesnt even know that they are an opponent or ally.
These lists will be needed when setting up local policies, when we allow something to allies or prohibit something to opponents, and also, no one has canceled the rules of free PvP without declaring war. :)
Audit
Of course, all actions within the cluster are logged, and this journal can be viewed by the leader and those who have the rights to do so.
This is not all there is to clusters, but the basis works roughly like this. :)
Greetings, friends! As with any other MMO in the world, there is a conflict between different factions. In my opinion, this mechanic is not fully disclosed, but it can be said that this is an MVP with potential for development :)
Faction War
Conflict is the current reality for the society of synths on the planet Veliri-5. The disputed territories of this dilapidated world have become the theater of action for hundreds of thousands of battles, where now every synth must choose their own side.
Players wishing to participate in the faction war must be part of the militia. Thus, they receive a special status as a participant in the conflict on the planet and thereby earn faction points, subsequently advancing through the ranking system.
The war has two phases: active and passive.
Active Phase of the War
In terms of time, this phase lasts from 13:00 to 18:00 +0. During this phase, the forces of the sides capture sectors, attack the bases of opponents, and conduct raids on their defensive positions. Armies of bots, following their goals and actively supporting you with fire, will provide substantial help. But do not forget that, in addition to you, bots and players from other factions will behave similarly during this phase. You will face strong resistance. [previewyoutube=0LkW3R0RyHs;full]https://youtu.be/0LkW3R0RyHs[/previewyoutube]
Passive Phase of the War
It occupies all other time. During this phase, the sides cease their advance, planning actions for the start of a new active phase. The forces of the sides take to patrolling captured/held territories and strengthening the frontiers. Thus, the player gets limited time to visit disputed sectors, extract resources there, research anomalies, or perform related tasks.
Armies
In addition to the militia, two armies (1 army = 12 bots) of bots from each faction participate in the war. In the passive phase of the war, the armies patrol the captured sectors. In the active phase, one army attacks the priority target (which can be learned from the news and the map menu), and the second army defends the sectors. However, depending on the situation, their behavior may change. When a player is in the militia, all the bot warriors share their vision and radar with him, so being in the militia is very beneficial.
The actions of the army are directed by a global AI that plans their routes and goals. These goals are broadcast on the news channel and shown on the world map, so players know where the army of bots will advance.
Capturing a Sector
To capture a sector, all influence points must go to your faction. There are 900 such points on each map, which can be colored in the color of one faction or remain empty. Whoever first colors all the points in their color will capture the sector. :)
There are three bases on the map, each of which colors one point per second. If the base is neutral, it takes away one point from each faction.
If all three points in the sector are occupied by one faction, the capture will occur in five minutes. If two points belong to different factions and the third is neutral, the sector will tend to neutrality.
Rewards
For participating in the faction war, you receive special points, which can then be exchanged for valuable rewards in the faction store.
- Destroying enemy transport in the war - (maximum transport life / 2) points
- Assisting in the destruction of enemy transport in the war - (maximum transport life / 4) points
- Damage to enemy transport in the war - (damage / 3) points
- Destruction of enemy structures - 200 points
- Capturing a base - 250 points
- Capturing a sector - 1000 points (received by all who earned more than 250 points in the last 5 minutes in this sector)
Whats Missing
The game lacks a global reward, for example, the number of captured sectors improving the economy of the faction or giving bonuses to all its members in general, there is not enough motivation for competition. There is also a lack of restraining factors, something that will not allow a huge zerg to walk across the map and capture everything, for example, mechanics of deeper fortification and logistics, as in Foxhole. :) Thats the situation with conflicts in the game. :)
Greetings, friends! In the game, I try to make the world more interesting and eventful. Therefore, I add a lot of things to the game that can be interacted with or that simply improve the visual component.
Plants
Most plants in the game are independent objects that are born, grow and die.
I control their population using the Game of Life algorithm with some restrictions. On average, I have about 800 bushes on one map.
Some plants have unusual behavior. For example, there is a carnivorous bush that grabs anyone who comes near.
There are other interesting plants: for example, an analogue of an explosive barrel
Or a hive with angry bees
Note: not a single beetle was harmed.
Bugs
Once I saw a video on YouTube about cockroaches in Half-Life and thought it would be a good addition to my rather static world, so I created bugs. Bugs have no practical function other than being crushed, but they do have a simple logic of behavior. Bugs randomly move around the map and are afraid of anyone who drives by or shoots near them.
Until they are eaten by bushes or crushed.
They also hang out around debris if there is any near them.
I plan to make a more diverse fauna, including some that can bite, but for now, this is it. :)
Birds
The game also features another representative of the fauna birds. Unlike the bugs, they don't interact with players in any way, they just fly around the map and create visual activity, reminding the players that the game is not frozen. :)
Clouds
In the game, you can't see the sky, but there is still a little bit of it. Shadows from clouds of different speeds and degrees of obscurity always drift across the map. This slightly improves the visual component of the game. And at night, you can hide in them and you will hardly be seen.
All these mechanics, except for plants, are probably meaningless from the point of view of gameplay, but I hope they will improve the overall perception of the world.
Greetings, friends!
Ive improved the justice system in the game by making safe sectors even more secure and adding police. It still has an MMO character but now with potential for development.
Justice System
Traditionally, the game includes three types of statuses:
- White - a law-abiding player who can count on police protection.
- Purple - a player with a minor infraction; the police do not protect them, nor do they attack. If defenders (large flying drones) are present in the sector, they can put the player into stasis until they become white.
- Red - a criminal, whom the police and defenders attack without warning.
Criminals now belong to a specific faction. For example, you can be a criminal for the greens, but not for the reds. In the wastelands, there is neither law nor criminals - all players are white. If a player enters the territory of a hostile faction, they will receive a red status until relations improve.
Status Change / Strikes
For minor offenses, a white player receives a purple status and one strike. Purple players can be attacked and even destroyed, but the attacker will become purple themselves. Minor offenses include:
- Attacking other players or bots.
- Obstructing the movement of other players or bots (e.g., setting a trap).
- Trading contraband at bases.
Police
In safe sectors, bots and turrets act as police. The police do not obey the justice system, as they are the justice system. :)
The police are marked with an icon next to their nickname The police patrol the sectors and attack aggressors who attack white players. However, they do not intervene in conflicts between purple players. If a player wants support, they should not attack in response and retreat to the police (to the turrets or bot). [previewyoutube=js4Jn19Pbk0;full][/previewyoutube] The police do not attack white players. If a player becomes white, the defender stops pursuing them.
And they will even help if you get caught in a trap. :) All police bots are in one group, so attacking one will likely attract reinforcements. However, they can be destroyed, as they are equal in strength to other bots.
Pirates
It has become harder to be a pirate, so Ive reworked them, and they have become more cautious, which has increased their survivability. They now migrate around the world, including the wastelands, making the latter more dangerous.
Defenders
Defenders are not police, but the police and loyal bots/players see what the defenders see. The main task of the defenders is reconnaissance and destruction of dangerous pirates and enemy factions, as well as putting purple players into stasis upon detection.
Distress Beacons
This element is not a direct part of the justice system but can interact with it. After a characters death, a beacon appears on the mini-map that remains there for a certain time. This serves as a signal to all players that a death has occurred in that location. The police, in turn, go to scout the area.
Conclusion
The new system turned out to be quite complicated, but I try to maintain a balance between safety and the ability to engage in caravan robberies. Attacking white players has now become completely unprofitable in safe sectors because you can get a response from the police or even fly into a red status, although it is still possible. But only 33% of the sectors in the game are safe. \_()_/
Hello, friends! I've finished implementing damage mechanics for the vehicles, and here's how it will work in the game.
Damage Types and Protection
There are three types of damage in the game: "kinetic", "explosive", and "thermal". Each type of damage has its own protection for the vehicle. Each projectile can have a different percentage ratio of damage types. For example, a projectile can have 50% kinetic damage, 30% explosive damage, and 20% thermal damage.
For example: the damage is 100, 33% for each type. the hull armor is, let's say, 50% for kinetic and 90% for everything else.
- Kinetic damage: 33 * 50% = 16
- Thermal damage: 33 * 90% = 3
- Explosive damage: 33 * 90% = 3
Armor Thickness
Each hull has vulnerable and armored areas. Damage dealt to a vulnerable area is multiplied by an additional coefficient. This will force players to be more attentive and choose the optimal battle tactics, hiding vulnerable areas and tanking with armor.
transport armor map
A red icon indicates critical damage, and a shield indicates block.
Each hull has its own vulnerable and not-so-vulnerable areas.
Permanent Damage
A quarter of the damage received by the transport goes into the permanent damage category. This means that this damage cannot be restored. The more damage the transport receives, the less its maximum health becomes. The debuff increases up to 66% of the total health.
When we take damage, a black bar appears, representing the permanent damage.
We try to heal up. This damage can only be repaired with in-game currency at the base.
Visual Improvements
I've made some visual improvements, now the damage leaves marks on the hull.
[previewyoutube=wytl1N92AFQ;full][/previewyoutube] The damage is removed when you visit the base.
Hi, friends!
In Veliri, bots are not just punching bags. Each bot has its own rules of behavior in the game world. They can trade, mine resources, pick up items, loot, fight for sectors, and even complete missions such as escorting, killing, and delivering.
The bots have a system of relationships with other bots or players that ranges from hostility to excellent and determines the bot's behavior towards others.
To understand how a bot feels about a player, you need to select it using the TAB key. A frame will appear, the color of which indicates the bot's attitude. If the frame is blue or light blue, it means that the bot is afraid, regardless of its relationship to you.
Selecting a target is also useful for keeping track of it in the fog of war, as the target remains marked as long as it is within the radars range.
Bots not only interact with players but also constantly communicate with each other through a query system. For example, bot can ask for help or travel credits from another bot or player.
Players can also interact with bots (and even with other players, although without dialogues) using this method by selecting a target.
At the moment, the following requests are available:
- "Rob" - if successful, you get credits.
- "Empty the hold" - if successful, a random number of items are thrown into the world.
- "Joint attack" - if successful, the bot attacks the specified target.
- "Leave alone" - if successful, the bot stops attacking the current target.
- "Peace" - if successful, the relationship with the bot becomes neutral and it stops attacking you.
Hi, friends!
I revised the system of loot and items that drop in the world. Previously, all items remained in the wreckage of the defeated transport. Now, items located in the hold will scatter like a fountain around the transport, while weapons and installed equipment with shells will remain in the wreckage.
The containers themselves are now easily distinguishable and marked on the mini-map.
Most items look like containers. To understand what kind of item is in front of you, you need to hover over it with the mouse. For drawings, a common sprite is used, and for basic resources distinguishable icons.
Ore can now be mined by simply shooting at it, although this is not very effective.
Of course, such items create a load on the server. In addition, they can fall where no one can reach them. Therefore, they disappear after 15 minutes. Also, bots can collect them themselves.
Hi, friends!
I want to share with you the news: I have started a blog where I will talk about my game and how the development is going.
Recently I made a number of improvements and will soon publish them here.
So far, as a teaser, we have implemented a day and night cycle in the game, headlights:
[previewyoutube=T0TzdHK0N4I;full][/previewyoutube]
and even a little logic of blindness at night:
Night makes everything more beautiful :)
Veliri: Planet of Machines
TrashPony
Otocolobus studio
1970-01-01
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 14
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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http://veliri-game.ru/
https://store.steampowered.com/app/2828170 
Plunge into a living and developing open world, economic online RPG of the privateer genre with elements of survival and answer the question - who are you in this world?
FREEDOM OF CHOICE
Will you be on your own, will you take sides, or will you even want to challenge everyone? Will you be an Explorer, Trader, Manufacturer, Builder, Warrior or Bandit? Can you learn the secrets of the history of this place by encountering those who were here with you?
LIVING AND DEVELOPING WORLD
You decide. The game world is alive and constantly changing, just like other players, and without them being provided by NPCs. The global war for territory and reputation does not stop for a minute. Sectors are constantly moving from one participant to another. In each of them, new structures are being built - both military and for other purposes, influencing both the forces of resistance and the consequences.
LIVING ECONOMY
Speaking of economics. While some are fighting for territory, others are making money from it. But the economy is also a battlefield. Global prices for everything in the game change from everyone to both enterprising solo traders and targeted suppliers who are born and disappeared here at first. Taxes, duties, speculation, dumping - all this is not alien to both players and NPCs.
WIDE CHOICE OF TRANSPORTATION
To participate in all this you will need wheels. Or maybe caterpillars? Or are you more into anti-gravity? The game will allow you to create your own unique vehicle by choosing a large number of parts, bodies and even weapons. There is no place here without weapons. Do you want to buy everything you need, or create it yourself? Or maybe even find it or take it away?
HARDCORE GAMEPLAY
Just remember that everything you find or create, you can also easily lose, so that you can then start all over again. All you have lost is the attention of others. Everything that others have lost, you will find.
Dare you, can you survive on this planet? Veliri is waiting for you!
- Processor: Intel Celeron G1820 2.7 GHz / AMD FX 8320 3.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: AMD Radeon RX 550. GeForce GT 1030Network: Broadband Internet connection
- Storage: 3 GB available space
- Processor: Intel Celeron G1820 2.7 GHz / AMD FX 8320 3.5 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD Radeon RX 550. GeForce GT 1030Network: Broadband Internet connection
- Storage: 3 GB available space
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