BOUNDLESS IS CURRENTLY IN PRE-ALPHA. WE ENCOURAGE WAITING UNTIL 1.0 IF YOU DO NOT WANT TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET AND BUGS. THIS IS FOR PLAYERS WHO WANT TO BE ACTIVELY INVOLVED IN THE GAME'S DEVELOPMENT.Explore, collaborate, build, conquer and discover Boundless.
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Smíšené (407 recenzí) - 66% z 407 uživatelů ohodnotilo tuto hru kladně.
Datum vydání: 13. lis. 2014

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Hra s předběžným přístupem

Získejte okamžitý přístup a začněte hrát. Zapojte se do této hry již během jejího vývoje.

Poznámka: Tato hra dosud není dokončená a během vývoje se může výrazně změnit. Pokud Vás hra nyní nezaujala, zkuste počkat, až bude v další fázi vývoje. Více informací zde.

Zpráva od vývojářů:

Proč předběžný přístup?

BOUNDLESS IS CURRENTLY A PRE-ALPHA EARLY ACCESS GAME. WE ENCOURAGE YOU TO WAIT UNTIL 1.0 IF YOU ARE NOT WILLING TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET, BUGS, DOWNTIME AND SERVER WIPES. THIS EARLY VERSION IS FOR PLAYERS WHO WISH TO BE ACTIVELY INVOLVED IN THE DEVELOPMENT OF THE GAME.

Boundless is going to be a big game. Right now it's in an early state, we have beautiful worlds to explore, the ability to build amazing structures, and the solid foundations needed for the rest of the game. What we don't have though is much in the way of crafting, economy, combat or many of the other game systems. If you want to be involved in shaping these things and are happy to play with a simple sandbox for the time being then buy the game and get involved, if you're more interested in playing a full game then keep up with us, and buy the game when the features you want are implemented.”

Přibližně jak dlouho bude tato hra v předběžném přístupu?

“This page shows the vision of the game we want to create. As part of the development process the project has been divided into manageable sets of features. After we implement each set of features we will release a new version of the game for qualifying backers to play. In 2017 we plan on launching a stable 1.0 version of the game for everyone, but fully expect to grow the game long beyond this point. You can find out more information about our goals on playboundless.com”

Jak se bude plná verze lišit od předběžného přístupu?

“The full version of the game will have all the features we outline here and on our webpage, taking the game from a fun sandbox to an epic multiplayer universe of Boundless possibilities.”

V jaké fázi vývoje se hra nachází?

“At the end of 2013 we started building voxel engine framework for which to build the core features of Boundless upon. In its current form, Boundless is a massively multiplayer building universe. We aim to release more gameplay features as we move towards our full release. You can follow the full development of Boundless at playboundless.com”

Změní se cena hry po skončení předběžného přístupu?

“At this point we don't know how the final game will be priced.”

Jak plánujete zapojit komunitu do vývoje této hry?

“Everyone who owns the game can have a say in development through our surveys and on our forums at playboundless.com.”
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Nedávné aktualizace Zobrazit vše (120)

20. února

Weekly Dev Update: 2017 February 17th - Portals, Character Customisation and Flowers

There were no Live or Testing updates for Boundless this week. But we have been busy. The following features will be coming in the next release:

  • GUI rendering, update and animation optimisations to increase game performance.
  • Tweaks to the Player damage indicator in the HUD.
  • Improved Creature AI, including creatures not falling off cliffs, avoiding obstacles and searching for routes to track you.
  • Early version of Location Markers on Planets in the HUD.
  • If we are lucky, we might be able to release the new portal! Wish us luck.
The foundation work on the unified Attributes / Stats / Progression System is almost done. This will allow the designers to easily modify game balance across Creatures, Tools, Weapons, Buffs, Bombs and Player Progression.



Thank you to all the YouTubers posting their Boundless videos. We have been learning lots and our designers have been making changes to the game including the tutorial / objectives to make the game flow smoother and more intuitive. The new users will see these changes soon.

Code
Portals are in the last stage of the implementation and being tested to shake out functionality and usability issues. Portals can be created between and within Worlds. Opening and maintaining an open portal both cost resources. Currently this is balanced to make it much more resource efficient to maintain open portals.

A new creature drop system has being implemented where you have to hit a dead creature to extract and collect the drops. Each player can extract and collect their own drops. The creature will still de-spawn after a fixed time. This system stops vulture players from stealing drops, and also makes the drops easier to find especially if a creature was killed from range. The perceived down side of players getting drops for free is IMO offset by removing the option for griefing by stealing another player's drops. Also drop stalking players still need to survive in the environment where the drops are appearing.

The attribute system is being worked on, with the health system being the first system to be updated. The damage, explosion and impact feedback is being hooked up and will be updated to support the new damage types. This includes elemental and physical properties.

The HUD will now displayer a player's location markers on remote planets when they're holding the Totem. This includes your own markers, friends beacons, your guilds locations, cities and the capital.

We’ve been fixing up a number of GUI issues for the next release. We also spent time investigating issues for the corrupted GUI and controller lag people have been reporting. Additionally we also worked on the PlayStation 4 TRC.

Design
This week Luke has reworked the Sanctum, with a view to implementing a more comprehensive tutorial and new user experience. Once integrated new players will be learning about the game, and choosing their starting world in a slick and engaging way. He’s also worked out how creatures will choose targets based on a “threat” system.

Ollie has been generating lots of data for the attributes system, which covers player progression, creatures and how they are generated, and items and how they work with a character’s attributes.

Rob has been working on the final bits for the HUD, including what information is shown when looking at blocks and interactive entities. The per block HUD elements will help you understand: what is in a beacon, what is outside, what is locked, what will regen, and what it shared with other players. He’s also been working out the information that is shown about Warps and Portals. And finally working out the details of what is shown when looking up at a planet in the sky.



Art
This week the art team have been busy working on all aspects of improving our game visually. In particular we’ve been delving into concepting our characters and looking at the full breadth of customisation aspects that we’d like to see in the near future. Here’s a first glimpse of this working process where we eventually aim for you to be able to choose your face, skin and head shape in a fully interchangeable way.



The current flowers of boundless have also been getting a bit of polish and loving attention. We’ve increased the visual fidelity of the mesh to allow a more crafted and detailed end outcome. Here’s a few images of the stages of progress done under the hood, behind the scenes.











Finally we’ve also been ploughing on ahead with our Hunter with a series of patrolling and attacking animations. Tune in next week where we’ll be able to update the animation Hunter dev post with the full set of animations. Until then, Jess has created the Tier 3 model of the Hunter in aptly themed Valentine's day colours!




Cross posted from devlog forum

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10. února

Weekly Dev Update: 2017 February 10th - Less suicidal Creatures, More devious Creatures!

This week we updated Boundless for Release 155. This included further tweaks to the grapple, new Hopper features and the release of the Roadrunner.



We have been testing the PS4 version to make sure that it has parity for the PC version of Boundless.

We have continued work on the unified Attributes / Stats / Progression System, the user-created Portals and adding support for Location Markers on Planets in the HUD. These are all still in progress and will be available to play with as soon as possible.

The following items are candidates for release next week:

  • GUI rendering, update and animation optimisations to increase game performance.
  • Tweaks to the Player damage indicator in the HUD.
  • Improved Creature AI, including creatures not falling off cliffs, avoiding obstacles and searching for routes to track you.
If you're experiencing Latency issues with Boundless please try reducing the Chunk Download Limit. If you still experience Latency then share a screenshot with the debugging information displayed (press "." to access it).

Code
The latest update included the skittish Roadrunner and new physical interactions with the Hopper. Both creatures can be manipulated with the Grapple. We've also been working on improving the shared creature navigation so they can get around barriers, such as walls, and they have finally evolved enough self preservation to no longer jump off cliffs! Beware the Spitters will now be hunting you down more ruthlessly, even through simple mazes.

The HUD work continues adding more damage information, both receiving (direction and damage amount) and delivering to creatures. Additional information is being added when the Totem is used to show other locations you already already on a Planet.

The GUI speed improvement are now merged into Boundless for release and have reduced the cost, especially when opening the Inventory and physically animation (wobbling). Work has not commenced on reskinning the GUI with new textures for 1.0 release.

We been adding the unified Attribute System (was previous called Stats System) for more flavour and variation in Progression, Items, Tools, Weapons, Ammo, Brews, Bombs and Creatures.

For PlayStation 4 we’ve been working through some of the Technical Requirements Checklist that are required to pass submission for a release. We are also working on the backend of user management, making it more scalable and adding support for PS4 sign-in. Quite a bit of time was spent on bugs fixing, adding support for VFX and SFX hooks. Otherwise time was spent on more Maya modelling export work.

Design
This week Rob has been working on how players view and interact with Objectives, as well as how the Rewards are presented in the GUI and HUD. He’s also been working on what information is shown on Planets in the Sky and how that information is displayed to players.

The following shows the process of creating a Warp to a new Location Marker.



When holding the Totem the following Locations will be presented on a Planet in the HUD:
  • All of your personal Location Markers.
  • The locations of your friends Beacons.
  • All of your Guilds shared Location Markers.
  • The single most prestigious Capital Beacon.
  • All the next prestigious City Beacons vying for the rank of Capital.
The idea is to give players guidance on where to Warp to when visiting a new planet. They can pick the Captial or a City, or a location discovered by their Guild, or simply an interesting visual feature.

Ollie started the week off finalising the balance of Grapples and then moved onto to creating the initial data for the Attribute and Stats System with Andy. The rest of the week was spent designing how the Forge system will work. He also shared an overview design for Guilds in Boundless. Please checkout the design and let us know what you think.

Luke has been compiling a list of Objectives and Tutorials required for Boundless 1.0, some of which were included in this week’s update. Work has started on the design of the Sanctum for Boundless 1.0. The Sanctum needs to be expanded to include account creation, character creation, entering the world for the first time, and re-entering the world.

Art
This week the art team has been busy on props, character customisation, creatures and VFX.

Amanda has been exploring decorative props.





Jess has made an inactive / off state for the pipes and started work on the Portal blocks:



She’s also completed Hunter tier 2 which is now in game, and started work on the Hunter tier 3:



Gerry has been continuing animation on the Hunter. We’ll soon have a full animation set for this creepy, ethereal creature ready for Andy and Dave to integrate.

Dom’s been working on hit impact effects and the poison elemental effect. Here’s a early version of the poison:



That’s all for this week!

Cross posted from devlog forum

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Informace o hře

BOUNDLESS IS CURRENTLY A PRE-ALPHA EARLY ACCESS GAME. WE ENCOURAGE YOU TO WAIT UNTIL 1.0 IF YOU ARE NOT WILLING TO PLAY A GAME WITH AN INCOMPLETE FEATURE SET, BUGS, DOWNTIME AND SERVER WIPES. THIS EARLY VERSION IS FOR PLAYERS WHO WISH TO BE ACTIVELY INVOLVED IN THE DEVELOPMENT OF THE GAME.

Explore a vast universe of connected worlds. Build an empire with friends. Become Boundless.


Whether you are a seasoned hunter, a weathered explorer, a master builder, a shrewd trader or a natural born fighter, there is a place for you in the massive open-world sandbox universe of Boundless. Watch the sunrise on one world before hunting down epic Titans on another. Explore caverns on your own or build a city with your guild. Mine, trade or fight Protectors for resources and search for elusive Oort technology.

Build a shop and trade your treasures, create amazing sandbox contraptions, hunt for Titans, sell your services, claim land, see the worlds, open a Portal and expand your reach across the universe. Create your citizen, define your role, make your mark, become Boundless.

Boundless is currently Pre-Alpha, and we're working towards a full launch on the game in 2017, but we invite you to be involved in the development process now through Early Access.

Systémové požadavky

Windows
Mac OS X
    Minimální:
    • Operační systém: Windows Vista, Windows 7 SP1 (64bit)
    • Procesor: Intel Core i5 @ 2Ghz (or equivalent)
    • Paměť: 8 GB RAM
    • Grafická karta: Dedicated DX 11 Compatible GPU
    • DirectX: Verze 11
    • Připojení: Širokopásmové připojení k internetu
    Doporučené:
    • Operační systém: Windows 8.1 (64bit)
    • Procesor: Intel Core i5 @ 3Ghz (or equivalent)
    • Paměť: 8 GB RAM
    • Grafická karta: Dedicated DX 11 Compatible GPU
    • DirectX: Verze 11
    • Připojení: Širokopásmové připojení k internetu
    Minimální:
    • Operační systém: Mac OS X Mountain Lion 10.8
    • Procesor: Intel Core i5 @ 2Ghz (or equivalent)
    • Paměť: 8 GB RAM
    • Grafická karta: Intel Iris Integrated GPU
    • Připojení: Širokopásmové připojení k internetu
    Doporučené:
    • Operační systém: Mac OS X Yosemite 10.10
    • Procesor: Intel Core i5 @ 3Ghz (or equivalent)
    • Paměť: 8 GB RAM
    • Grafická karta: Dedicated GPU
    • Připojení: Širokopásmové připojení k internetu

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