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Developer Update 9
Based on gameplay testing, players were not motivated to travel around the map and visit different parts of the areas. To make the game more interesting, certain areas now spawn only specific COG drillship types that carry a large amount of components. This together with a random selection of drillships creates interesting scenarios, where players look for drillships and make decisions whether its worth to attack or find some other chance to get the needed items. All drillships carry components, but only the specialized always carry the most. So there should always be a way to move forward.
To give players a chance to discover things on their own, and make tutorial quests less directive, a new type of help screen will be added. Each time player crosses something new, an info page will be available to explain details about a feature, enemy drillship or tip on how to automate specific production tasks. The screen will be available for all difficulties and we hope it will help with uncovering all parts of the game, that were unknown until now.
A lot of work this past week was done in written text and tables, so we dont have too many exciting pictures to show. Still, we would like to share with you the development of the quest tree and quest structure based on difficulty. The tech tree is constantly going through iterations, as we try to find a good balance between building and combat. In the previous game, the player could stay in one spot and keep building without the need to leave the area. Current quest tree is combined from combat and production tasks that go together, uncovering the new gameplay progression.
A lot of players don't like that the tutorial quests tell them everything in such detail. On the following example, you can see how quest complexity will be affected by difficulty settings. Where on hard difficulty some quests won't be visible at all or will tell player only the general information. However, Easy difficulty still covers all steps to complete the quest.
The Volcanoids story "before" and "after" is set already, but there is still a lot of space in between. With the new quests, we are also setting up story anchors, that will work as a foundation for a storyline reflected in quests and connecting them together in a coherent way. For example, the Hard difficulty will get just and only quests connected with the story, while Normal and Easy will still have extra tutorial quests to help out with learning the game mechanics.
We will continue testing and balancing the game build together with the quest line. We're sorry that the Preview branch is not ready yet, but it didn't feel right to release it since so many things changed so rapidly. Once the quests are up to date, the game build will go to the Preview branch. The art assets did not move forward too much. Still, once the system is in place and the game is playable, it will not take long to add in the pretty stuff. Thanks for reading! As always if you have any questions, let us know in the comments below or on our social media. Have a great weekend everyone!
[ 2019-02-21 22:57:10 CET ] [ Original post ]
First round of testing for the new update was done, and we got a lot of valuable feedback from the closed-testing group. The biggest input was, that we need to work more on the quest structure and help screens that would explain all the new features and content. So while a lot of balancing and minor adjustments were made, we started working on a new quest system and many support features. This is also one of the main reasons, why the build was not released on the Preview branch yet. But dont worry, we will get there.
COG DRILLSHIP LOCATIONS
Based on gameplay testing, players were not motivated to travel around the map and visit different parts of the areas. To make the game more interesting, certain areas now spawn only specific COG drillship types that carry a large amount of components. This together with a random selection of drillships creates interesting scenarios, where players look for drillships and make decisions whether its worth to attack or find some other chance to get the needed items. All drillships carry components, but only the specialized always carry the most. So there should always be a way to move forward.
HELP SCREEN
To give players a chance to discover things on their own, and make tutorial quests less directive, a new type of help screen will be added. Each time player crosses something new, an info page will be available to explain details about a feature, enemy drillship or tip on how to automate specific production tasks. The screen will be available for all difficulties and we hope it will help with uncovering all parts of the game, that were unknown until now.
QUESTS AND TUTORIAL ADJUSTMENTS
A lot of work this past week was done in written text and tables, so we dont have too many exciting pictures to show. Still, we would like to share with you the development of the quest tree and quest structure based on difficulty. The tech tree is constantly going through iterations, as we try to find a good balance between building and combat. In the previous game, the player could stay in one spot and keep building without the need to leave the area. Current quest tree is combined from combat and production tasks that go together, uncovering the new gameplay progression.
A lot of players don't like that the tutorial quests tell them everything in such detail. On the following example, you can see how quest complexity will be affected by difficulty settings. Where on hard difficulty some quests won't be visible at all or will tell player only the general information. However, Easy difficulty still covers all steps to complete the quest.
BETTER STORYLINE
The Volcanoids story "before" and "after" is set already, but there is still a lot of space in between. With the new quests, we are also setting up story anchors, that will work as a foundation for a storyline reflected in quests and connecting them together in a coherent way. For example, the Hard difficulty will get just and only quests connected with the story, while Normal and Easy will still have extra tutorial quests to help out with learning the game mechanics.
NEXT STEPS
We will continue testing and balancing the game build together with the quest line. We're sorry that the Preview branch is not ready yet, but it didn't feel right to release it since so many things changed so rapidly. Once the quests are up to date, the game build will go to the Preview branch. The art assets did not move forward too much. Still, once the system is in place and the game is playable, it will not take long to add in the pretty stuff. Thanks for reading! As always if you have any questions, let us know in the comments below or on our social media. Have a great weekend everyone!
[ 2019-02-21 22:57:10 CET ] [ Original post ]
Volcanoids
Volcanoid
Developer
Volcanoid
Publisher
2019-01-29
Release
Game News Posts:
134
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(7090 reviews)
Public Linux Depots:
- Volcanoids Linux [2.22 G]
Set in the steampunk era, you take on an expedition to a forsaken island that you once called home. But sudden eruptions triggered by mechanical beings turned the wondrous place into an apocalyptic wasteland. In order to survive the island’s natural elements, you have to outsmart these creatures and capture one of their drillships. Use their own technology against them as you upgrade the machinery and reclaim your homeland.
Take the vantage point, stay safe underground or choose a material-rich location and explore. The drillship is one of a kind base capable of joining you on every journey.
Experience the tension and thrill of surviving volcanic eruptions. Time between each eruption is your most valuable resource. Use it to roam the island gathering materials, finding new technology and utilizing production.
Deal with a hostile race of robots that use the volcano as a source of energy. Their units are scattered all around the island’s surface as well as below it.
Customize your drillship from the inside out with colors, symbols, gadgets and more. Automate production, research technologies, set up defenses and turn the drillship into an unbreachable powerhouse.
MOBILE BASE
Take the vantage point, stay safe underground or choose a material-rich location and explore. The drillship is one of a kind base capable of joining you on every journey.
DEADLY ENVIRONMENT
Experience the tension and thrill of surviving volcanic eruptions. Time between each eruption is your most valuable resource. Use it to roam the island gathering materials, finding new technology and utilizing production.
MECHANICAL MENACE
Deal with a hostile race of robots that use the volcano as a source of energy. Their units are scattered all around the island’s surface as well as below it.
BASE MANAGEMENT
Customize your drillship from the inside out with colors, symbols, gadgets and more. Automate production, research technologies, set up defenses and turn the drillship into an unbreachable powerhouse.
MINIMAL SETUP
- OS: Ubuntu 18.04 or equivalent distribution
- Processor: Intel Core i5-2500K / AMD FX-6300Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 470 / AMD RadeonHD 5850. OpenGL 4.5 driver
- Storage: 6 GB available spaceAdditional Notes: Optional Vulkan support
- OS: Ubuntu 18.04 or higher
- Processor: Intel Core i7-7700 / AMD Ryzen 5 1600Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 1070 / AMD Radeon RX 580. OpenGL 4.5 driver
- Storage: 6 GB available spaceAdditional Notes: Optional Vulkan support
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