Progress with every slain monster, learn over 80 skills through talents, craft hundreds of items, and explore vast procedurally-generated worlds in this ever-expanding sandbox RPG!
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Recent:
Stort sett positive (53 anmeldelser) - 73% of the 53 user reviews in the last 30 days are positive.
Overall:
Veldig positive (616 anmeldelser) - 82% av 616 brukeranmeldelser for dette spillet er positive.
Utgivelsesdato: 9. jun, 2016

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26. juli

Design on Research

Introduction
While taking a break from bug fixing I have been focusing on redesigning the research system. I have been revisiting the underlying design for the research system and wanted to share my thoughts and plans with the community.

Initial Research System
The original motivation for the research system was simple: provide the player with a means to learn new item recipes without having to look them up on a wiki. With many of the games In the crafting sandbox genre it is almost a necessity to use a wiki. Recipe discovery alone is hard enough and then on top of that there are hundreds of items to memorize. I was never a fan of this so I wanted to avoid it in Crea.

The idea for researching was to allow players to discover new items and then from those items learn what they are capable of making. In the beginning the initial design worked out reasonably well. There were few items and it was rewarding to come back to your base and learn what you could now make. However, this was definitely not without fault.

Too many materials were being consumed - especially your more coveted ones. There was also the problem with the growing number of items in the game it was a grind to learn all the recipes. To combat these problems new features were added on top of the researching: item sets, researching multiple items per material, and scraps to name a few. With these changes though some underlying fundamental issues were revealed.

Feedback on Researching
Thanks to everyone's feedback I compiled a list of issues with researching which I used for the redesign:
  • Too many items consumed for no clear reward
  • Seemingly random - a blackbox
  • Unclear when an item can be researched. Sometimes it can and other times it can’t
  • Players don’t learn what they can actually craft which defeats original design purpose
  • No clear progression
  • Too many items hidden behind researching

After much deliberation I realized that two design goals were at odds with each other. I wanted players to be able to discover new items and discover new recipes that they can craft and I also wanted a sense of progression with direction. Since there is already a great deal of discovery in Crea I decided to sacrifice the extremely open discovery aspect in exchange for more consistent direction and progression.

Redesigned Researching
There are now more basic recipes that player's will start with. Besides those and recipes learned from scrolls, all items are now split up into item sets. Each item set contains a list of recipes that will be learned and the materials required to research it. The required materials will be consumed when researching and only requires a single button click. At the beginning, only a few item sets are available to research. New item sets become unlocked by researching sets and defeating bosses.

This means researching will be much faster, consume less materials, each recipe is learned all at once, and you will know exactly what you need (materials) and will be getting (recipes). This also means no need to display partially learned recipes or material research progress. The best part is you wont have to keep checking to see if old materials can be researched again.

Conclusion
I'm overly excited about this redesign because I believe it will fix many issues that Crea. Additionally, it gives me good reason to re-evaluate many other aspects of Crea's progression such as the boss leveling, equipment level requirements, materials in item recipe, and crafting station progression. I am going to try to group all of these changes together but before I can get too deep into that I will be returning to bug fixing mode soon.

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16. juli

Status Update (July 16th)

Hello everyone, just trying to keep up with the status updates!

Right after publishing the last update I got on a plane and flew to the East Coast to visit a friend; a trip I have been postponing for months. I will be away from the computer for the first time in quite awhile and will be doing a camping trip for the next few days. Apologies in advanced for the delayed responses and lingering issues. Once I'm back I will get back to it.

Speaking of when I'm back, I have been redesigning the research system and along with it a substantial amount of the other "progression" in the game. The current state of Crea is disjoint in large part because development was very incremental and organic. Now that Crea is released I'm taking a step back and looking at the bigger picture.

I don't want to get into it to much yet but I can give you all an idea for now. Researching will no longer require researching individual materials and recipes will no longer be partially learned. Instead recipes will be grouped up into logical sets and researched all at once at the expense of a few materials. The recipes and materials will be known upfront and after researching a set new sets are unlocked.

There are many many changes coming soon which I will be sharing as we get closer to them. For now though, I will continue to focus on resolving issues so that everyone can have a good experience playing Crea. Thanks again for your patience and help!

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Om dette spillet

Embark on an adventure with what little you have and discover what the world of Crea has to offer. Through each action, improve your talents and master many skills. Through each victory, grow in strength and shape yourself. Through each inquiry, unlock new items to craft and build. Through each expedition, explore new realms and uncover Crea’s lore.


  • Level up by defeating enemies
  • Learn over 80 skills through the talent system
  • Loot and craft powerful gear with unique attributes
  • Discover the world’s expansive mythos and history


  • Defeat challenging original monsters each with their own attacks
  • Survive by timing shield blocks and dodge rolling
  • Vanquish by your weapon of choice: Sword, Spear, Bow, or Magic
  • Challenge massive bosses and prepare to die


  • Research materials to discover their crafting capabilities
  • Find old recipe scrolls scattered throughout the world
  • Upgrade equipment to carry over their stats
  • Use chaos crafting (minigame) to create even more powerful items


  • Explore massive procedurally generated worlds
  • Quickly teleport through the use of Way Crystals, Way Shards and Rifts
  • Delve into dungeons that not only look different but play different every time
  • Travel to completely new Realms beyond the bounds of the main world


  • Built from the ground up with modding in mind
  • All gameplay logic and content exposed in Python
  • Easily create new content or entirely new gameplay systems
  • Learn from extensive modding tutorials and API documentation


Systemkrav

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista or later
    • Processor: 1.7+ GHz or better
    • Minne: 2 GB RAM
    • Graphics: 256+MB and OpenGL 2.1 compatible GPU and 1024x768 resolution
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
    Minimum:
    • OS: Os X 10.7 or later
    • Processor: 2.0GHz Intel CPU
    • Minne: 2 GB RAM
    • Graphics: 256+MB and OpenGL 2.1 compatible GPU and 1024x768 resolution
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
    Minimum:
    • OS: Ubuntu 12.04 x64 LTS or later
    • Processor: 1.7+ GHz or better
    • Minne: 2 GB RAM
    • Graphics: 256+MB and OpenGL 2.1 compatible GPU and 1024x768 resolution
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
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