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, ! Greetings, friends! This time, the grind system and related aspects in the game have been almost completely overhauled.
Greetings, friends! This time I did everything little by little :)
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:
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.
Greetings, friends! Continuing the topic of clusters (clans), when a cluster gets a base in the wasteland, it can participate in wars.
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:
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:
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 :)
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.
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.
Hello, friends! I've finished implementing damage mechanics for the vehicles, and here's how it will work in the game.
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:
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 :)
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