A few weeks ago, we posted a survey on our Discord asking for player input on how you think death mechanics should work in survival games. The goal was to use this information to help create a death mechanic system for Forever Skies with the information the community gave us.
The answers you gave have been invaluable to us in the last few weeks of development. Thanks to your help, we are currently in the middle of developing a death system you will find challenging, but will also fair and enjoyable…hopefully!
Regardless of the difficulty, after getting your airship, if the player dies above the dust, they will respawn on the airship having lost stats such as health, food, water etc. However, based on the difficulty level, there is an extra layer of punishment in the shape of lost equipment and resources!
Please note, that these difficulty levels & descriptions are all subject to change before release!
Easy - Stats affected, no item loss.
Medium - Stats affected, some materials lost, no vital items that would harm progress.
Hard - Stats affected, all items in inventory & quick slots lost.
Perma - Yep, perma-death will also be a mode you can choose. Either load a manual save or go back to the start.
Death screen first concept *subject to change*
As we mentioned, these decisions were made based on your feedback in the survey! Below are the results of the survey.
The survey was divided into two sections. The first section was all about trying to understand each player's likes and dislikes about survival games to establish a baseline. The second section was specifically about death mechanics in games.
Section One
To begin, we asked you to tick your favourite survival games from a long list of titles. You were able to select as many answers as you liked. Here are the results:
1. Subnautica 78% 2. No Mans Sky 62% 3. Subnautica Below Zero 54% 4. Raft 42% 5. The Forest 35%
Unsurprisingly, Subnautica was the most popular title. 78% of you clicked that box!
In question 2, we tried to determine on average, how long players spent on any one survival game. It turns out that the majority of you put in over 200 hours per title, taking 39% of the vote!
1. Over 200 hrs 39% 2. 50-100 hrs 30% 3. 100-200 hrs 25% 4. Less than 50 hrs 6%
To close off section 1, we asked you about your favourite game modes and mechanics. 45% of you told us that your favourite feature was base building, (we don't blame you!) followed by exploration at 36%. A whopping 71% of you told us that standard survival mode was your favourite game mode from the list provided, and story mode took 27% of the vote in second place.
Section 2
In section 2, we asked which game had your favourite death system. More than one could be selected and yet again, Subnautica received the most votes.
1. Subnautica 54% 2. No Mans Sky 27% 3. Raft 18%
After reading through players comments, it became evident that many were happy to lose items on death, but with a chance to retrieve them by returning to where they died.
Here are your results for games with the worst death mechanics. Again, players could choose more than one. Interestingly, Raft made it onto the list for both best AND worst death systems.
1. ICARUS 15% 2. Raft 14% 3. Rust 13%
It appears that Raft's death mechanic has a split opinion among players. Some liked it, some hated it! It’s clear by looking at the results, that this was down to if the individual liked a tougher punishment or not.
A few more quick facts you told us in the survey:
- 60% of you believed losing items upon death is a good punishment and the other 40% of you did not. But this was with the caveat that you were able to retrieve your items after death as mentioned before.
- 70% of you want to see a modern auto-save system. 9% of players wanted to see a classic manual load and save system.
- A definitive 93% of you believe that you should be able to revive your teammates in a survival game multiplayer session.
- 33% of players believe falling from your airship or a location should result in a "Game Over" screen. Another 33% believe you should auto-respawn at the airship having lost some health. The final 33% believe your fate should be something different...like a parachute!
Finally, thank you for all of your responses regarding how you want the death mechanics to work in Forever Skies! Here are a few of the responses we received.
What's your opinion on the direction we’re taking with death mechanics? What did you think of the results of the survey? Let us know in the comments!
Vector Assault 2 has now been released, and you can purchase it for $4.99 USD. It has been a long 18 months of development and I hope everyone that plays the game enjoys it. For the next few weeks I will be monitoring the Steam community forums, and my Twitter to see if anyone has any questions or issues with the game. Hopefully there will be no issues. Feedback on the game is totally welcome and it would be appreciated.
In the current build of the game we have the following
- 4 playable ships each with unique primary and sub weapons
- 11 arenas
- 8 power-ups that can be upgraded.
- 5 main game modes
- Challenge levels across the 5 game modes plus some additional modes exclusive to the challenge modes.
Vector Assault 2 is a vastly improvement on the original and hopefully it will be enjoyed by all that play it.le for purchase.
Vector Assault 2 has now been released, and you can purchase it for $4.99 USD. It has been a long 18 months of development and I hope everyone that plays the game enjoys it. For the next few weeks I will be monitoring the Steam community forums, and my Twitter to see if anyone has any questions or issues with the game. Hopefully there will be no issues. Feedback on the game is totally welcome and it would be appreciated.
In the current build of the game we have the following
- 4 playable ships each with unique primary and sub weapons
- 11 arenas
- 8 power-ups that can be upgraded.
- 5 main game modes
- Challenge levels across the 5 game modes plus some additional modes exclusive to the challenge modes.
Vector Assault 2 is a vastly improvement on the original and hopefully it will be enjoyed by all that play it.
Paradox of Hope VR is coming to Steam Early Access September 15 2022, 10:00AM PDT!
Paradox of Hope is an immersive single-player VR shooter with survival and horror elements. Explore mysterious metro mazes of post-apocalyptic Moscow, use stealth or combat approach to achieve your goal, upgrade your equipment and arsenal, and enjoy the atmospheric moments of stalker’s life.
After the big series of patches taking us from V1.2 to V1.2.15, we've been entering a phase of looking at some much needed improvements to AI behaviors. It is astounding just how many little and big things upsetting the decision making were found in this deep-dive, with some classic cases of "how did this even work to begin with" thrown in there.
The AI foundations are pretty much rock solid, but the decision making built on top of that was less so. With this patch we've come a fair way of addressing many of the flaws the AI had, now making for much more dynamic, fun, and challenging gameplay in this latest iteration. In fact, when I play-tested the final tutorial, using old assumptions on how it would approach this, I got completely nuked from orbit, not even making the top 10. AI leaders now use their resources much more wisely and don't give you big-cheese opportunities.
An aggressive lead-out by the AI across a long cobble sector on the Steinvej Classic.
That doesn't mean the AI is now perfect, we still have lots of room for improvement especially in AI tour management of resources and role distribution. However, we do think though that this set of changes will make for a much improved game experience and will get close to rounding off the V1.2 release with plenty of fixes and polish.
Here is the change log for V1.2.16! And we snuck in a little .17 hotfix thing as well.
AI Fixes & Improvements
Hotfix 1.2.17: Fixed other groups blocking your sprint with momentum
AI will attack reorder over the finish correctly again
Fixed Leader AI sometimes not wanting to attack at the end of classics
AI is much more aggressive during classics
Attacking riders going for the race win should no longer fall behind the peloton
Fixed AI sometimes wanting to move only a single node on difficult terrain when at low stances
Lots more small AI tweaks, reducing inefficiencies and making it get into better positions, being more competitive overall and making for more dynamic racing.
General Fixes & Improvements
Tactics screen interaction with the game pause now is more user friendly manner
Added backend functionality to allow loading of custom AI teams (coming to editor soon)
Catch-up now showing team move information UI
Fixed Attack Per Turn being able to drop to 0 (now capped at 1)
Fixed pins and 'favourite star' overlapping in rider information UI
Fixed times being difference between in-stage and final result
Fixed Peloton moving incorrectly with negative terrain modifiers
Fixed Peloton ignoring valid moves for following relay riders
Fixed tooltip text for Dalluha
Fixed situation where final GC order was different after stage completion
Fixed DNF marker sometimes being inconsistent with who gets DNFed
Editing AI teams for custom races will be possible soon in the Race Editor!
Going forward with V1.2 we have one more big feature up our sleeves that currently is in testing and polishing: adding a full team editor to the custom race editor tool. That will allow you to create databases with both custom races and teams, choosing which team participates in what with which riders. All riders being customizable, of course.
On the side of things we've started working on the backend for some major V1.3 features... but more on that another time.
For now, we hope you enjoy this latest iteration of The Cyclist and let us know how the AI changes are playing out for you. Cheers!
The world of Temtem is huge and there is always room for improvement, so we're here to provide some guidance and give you as much intel as possible so that you are on your way to become the ultimate Temtem Tamer. Today we talk about Lumas!
Careful about Lumas!
Lumas are the ultimate goal of many Tamers: a sparkly, differently-colored version of the Tem, with guaranteed adequate stats, and a minimum of three perfect stats. They're also fairly rare, so you should be in the right mindset when you walk into the hunt. The chance to encounter a Luma will be 1/7,500 in the 1.0 version of the game, and if that's just too much for you, we understand. There are a handful of strategies you can try if you want a shortcut:
To begin with, you will be able to obtain Radars in Tamer's Paradise, the endgame island. Radars are an item that will create 300 encounters with one Temtem species in particular, with bonus to their SVs and Luma chances as you progress through the encounters. You could also visit the Saipark on Deniz Island, which will feature two different Tems each week, alternating between increased stats and Luma chances. If you know your way around breeding you could also use the very valuable Luma fertility from any of your Lumas to create eggs with better chances of opening up sparkly. Lastly, if you can overcome the challenge, the DigiLair in Tamer's Paradise will let you obtain eggs from the Temtem of your choice that have significantly increased Luma odds. Whichever approach you choose, keep in mind it's all a matter of luck, so go easy on yourself!
Hello Pachans! Another month of hard work has passed. We’ve continued to expand NPC animations, portraits, and their stories. Now, in this devlog, we will focus on a brand new festival and the expanded caves.
Update on Release
We have decided to move Roots of Pacha’s release to early 2023. We have aimed to be as transparent as possible and need more time to deliver the experience we promised and the one we all dreamed of playing.
Game development is an iterative process with many interconnected systems that all need time and energy dedicated to them. The team is comprised of talented individuals who have both met and exceeded expectations regarding the alpha, beta, and demo. We are incredibly proud of these accomplishments so far.
With that said, even with a talented team and the “quick pace” we’re working at, we unfortunately lacked the experience to gauge how much time it would take to create the game we promised you all. To achieve the level of quality we want and that you all expect and deserve, we would rather take the necessary time to deliver. We’re confident it will be worth the wait. We may not have made our 2022 projection, but we aren’t far off either. We can see the finish line and need a little more time before we can give you an exact release date. We’re looking to announce a final release date in December.
We will continue to post devlogs to keep you updated on our progress as we take transparency very seriously. Our goal is to be as honest and forthcoming as we can with you.
For our Kickstarter Backers, we are forever grateful that you chose to support the development of the game that allowed us to grow our team and make our collective dream a reality. So, as a token of our never-ending gratitude, we’d like to ease the wait a little by inviting you to join the Beta. To receive your Steam Key, just enter the email you backed with here (https://rootsofpacha.com/orders/) and a key will be sent to you.
The summer competition festival
Pachans are ready for some summer fun at the Beach! We added a competition festival to the clan's calendar so you can have tons of fun with the community’s minigames.
Join Grob and Touk at the target shooting with spears; play “bones” with Ron and Tetith; share food and hang out with Anda and Illoe; dance with Zeda and Vallah; watch Krak create a sand sculpture, and enjoy a host of other events!
Celebrate and join in on the festivities. Fun is guaranteed with the clan!
New animal caves
The caves have expanded by several rooms and now contain two new totems: Monkey and Bear. You’ll discover new resources like copper that will help change the way the clan lives.
Once you complete Monkey and Bear’s challenges, you’ll use their powers to find passageways with Monkey's leaps of faith or muscle your way through obstacles using Bear’s strength.
On your way to the cave's completion, you’ll find hidden rooms and other mysteries along the way.
Thank you for following our development journey with your continued support! The team is truly grateful for it. Stay tuned for more news!
-Turned off stereo layers when not in use -Fixed sound settings not being saved -Fixed very rare bug where train's doors wouldn't open -Fixed very rare bug where scanner could disappear from your controller -Fixed minor bugs and collisions