I started with bringing back the succulent plants with their consumable sunscreen item. Since last dev blog I’ve been working on a bunch of different stuff that all went into 0.7.1.0. If you want us to take your posts seriously, please be respectful. We care about your feedback, drop us a line on the forums with your thoughts. There are a lot of smaller things we’re working on, these are the main big features we want to see in game in the near future. Splatt has been plugging away at animations and we are almost at a point where we can push forward with getting all our new creatures in game over the next few content patches. We have a ton of new creatures in the pipeline from years ago, without an animator we’ve been unable to finish them off not to mention the limited AI support to make interacting with them interesting. We are aware of the issues and will definitely spend a proper amount of time designing a more balanced system that hopefully satisfies everyone (I can dream :S). It is a very hard thing to balance between big clans, solo players, people who want to farm and people who want to PVP hence why we’ve typically laid on the side of making defence easier than raiding. Before you jump to tell us how this will break the entire metagame, we will obviously give it a lot more thought before actually going ahead with it, these are just loose plans. This would also include things like rocket pods on the Mozzy which shouldn’t be too hard to execute on. Although there is a fair bit of work to do still, we think adding this element will make fighting out in the world a ton more interesting. Likely something along the lines of purchasable vanity items for the leading clans.Īs part of the V2 camera overhaul that I did last year, I invested in making sure we can support things like shooting from vehicles in future. We plan to flesh out the competition for territory control to be more interesting like town events that require building, and incentivize clan leaders with more than just a point system. The territory control system is in a bit of a shell state at the moment, there are elements about it that I love, but obviously the execution is pretty placeholder. This is a fairly long term goal but don’t see why we couldn’t get there in 2 or 3 content cycles. I imagine them being relatively small, having specific unique traits or resources on them, and could potentially be controlled by a single clan and competed over as part of the endgame meta. We feel these should fit into the end game and require high end vehicles like Mozzys to travel to. With helicopters in game, and soon to be decent water mechanics we can hopefully push forward with new map design elements we’ve been waiting to play with for a long time: Islands. We’ve got a bit of work to do here, now we are back in a single branch we feel it shouldn’t take too long to finally fix up all those long standing issues that aren’t game breaking but keep out players that expect a higher level of polish. Ultimately we feel remaining in early access tag is starting to feel a bit stale, and will be working over the next few content patches to bring the quality of life and stability up to a point we feel we can finally exit early access. We will see how we go with this content patch before planning exact features of future ones, however we have a loose idea of where we want things to go in future patches. New Town Events – Aiming for 2 fully fleshed out new town events on the road to replacing all the duplicates on Nullius, we also plan to tweak the town event system to make them more engaging and worth while for all players.This will get an overhaul and pave the way for new things in future patches □ Not to mention potato mode doesn’t even render water at all. Water Upgrades – We’ve neglected this for a while, throwing radiation at the edge of the map so we didn’t have to deal with how everything interacts with water. This should bring performance improvements and tons of bug fixes we have been waiting on for a while now.
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