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Name

 Veliri: Planet of Machines 

 

Developer

 TrashPony 

 

Publisher

 Otocolobus studio 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 1970-01-01 

 

Steam

News

 4 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/2828170 

 


LINUX STREAMERS (0)




Dev/log 4

Hello, friends!

I've finished implementing damage mechanics for the vehicles, and here's how it will work in the game.

[h2]Damage Types and Protection[/h2]

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


[h2]Armor Thickness[/h2]

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.

[h2]Permanent Damage[/h2]

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.

[h2]Visual Improvements[/h2]

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.


[ 2024-05-07 14:41:31 CET ] [ Original post ]

Dev/log 3

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.


We are trying to make the game capable of playing by itself, even without the participation of players.


[ 2024-04-21 19:08:01 CET ] [ Original post ]

Dev/log 2

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.


[ 2024-04-16 21:08:22 CET ] [ Original post ]

Dev/log 1

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 :)


[ 2024-04-14 14:48:21 CET ] [ Original post ]