Tag Archives: crafting

16TH AUGUST BLOG

We had planned on having a new experimental build out last week, but we were hung up with some niggles transitioning from our old systems to the new systems. There’s big changes which have involved tearing a lot down, so we have decided to bite the bullet and just release the new build when it’s back together. It might be worth mentioning that this has nothing to do with the transition to Unity 5 (which has been and gone) as some people seem to think that’s what we’re still working on for some reason whenever we change something big… 😕

Here’s some of what we’re working on in the new build —
 

Crafting

Work on revamping and expanding the crafting system has begun and is well underway. In short, the main reason for revamping the crafting system is to allow a lot more variety and uniqueness in crafted tools and structures. We want to give you different types of building materials which you can piece together how you like so your creations will be more unique to you and not the same stick hut from someone else’s screenshots.

Pictures speak a thousand words —

1x1_tier_logs

1x1_tier_steel

constructionideas_2b

 

We want your crafted items and structures to be something you can be proud of, something you can say you survived long enough to scavenge and build…

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At the moment, we’re really nailing down the functionality. In the last week or two, we implemented a lot of ideas we had and realized some were going to be too ambitious for performance and maintainability… But the system we’re moving forward with now stays true to Stranded Deep’s current game play and allows a lot more variety. Win. Eventually, the structures you build will serve a purpose in keeping you warm or cool and protected from the elements too.

Once we’ve got a few more specifications finalized like building components and scale, we can really start pumping out a lot more content for the crafting system that fits within those specs.

Some people have expressed concern about Stranded Deep turning into a building-oriented game, with not enough focus on the survival aspects or an end goal. We get a lot of questions like “What’s the point?” “What’s the end game?” “Why do I need to build anything?” …

Well, the point is to survive! More specifically, the goal is to survive and to survive well. Different players will define their ‘success’ in different ways – some might see it as who has the best and biggest structure, some by their killed shark count, fish stockpiles, days survived and so on. The main thing is you can play it your way and be proud of your progress and success.

Building is just one of the ways you can choose to use your time.
 

Terrain

The new terrain system is also progressing. One of the biggest things we’ve noticed is that height has really added an extra visual pop. Large rocks and cliffs together with the large waves out on open water really makes a huge difference.

With the new terrain system a lot of the larger islands won’t be procedurally generated but will be created by hand. With that in mind, we’re planning on releasing a small external tool to let players create their own ‘zones’ with their own maps and islands which they can share with the community. So while there might not be as much procedural content in the new system, there’s potentially endless possibilities for community content.

In addition to the crafting and terrain, a lot of code is also being rewritten and re-factored. Systems originally grew and evolved as we needed them, which was fine, but we have a much clearer picture of what we need now so we can rework a few things better.
 

Character

Tito is also making great progress on the new character model —

Character Model

The design is pretty much final and just needs to be textured and rigged. Then our animator can get to work!
 
So there’s lots happening in lots of different areas!
We’ll keep you posted 🙂
 
 
Stay Alive!
:: Beam Team

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So.. we realise we missed our 11th update. Things have been pretty hectic. We’d also like to break out of that routine, so we’re changing things up.. Instead of having to wait for one MEGA update every month, we’re going to commit to smaller, fortnightly updates and see how we go from there. Yay! Awesome, right? Well to put it simply, there will be weeks where we will have really interesting and exciting content to share with you.. and there will be weeks that have been wasted researching, implementing and testing something that turned out rubbish. But either way, we’ll be keeping you in the loop letting you know how we’re moving forward.

So.. onto this weeks update!

 

Gooey Stuff

We have always been designing Stranded Deep with a minimalistic GUI in mind, but not to the extent where it would compromise gameplay. Unfortunately, sometimes it’s hard to find a good balance between not breaking immersion and having good variety and room to grow. We had been working with a temporary rotary style menu for the inventory, but found that it was too limiting. So for now, we have a traditional slot inventory and some minimalistic context menus for crafting and building…

Inventory

Crafting

The components of the UI are still temporary placeholders and will more than likely change and improve as the game evolves, but it’s working well and gives us a lot more freedom to add more combinations and complexity in the future. As the UI is very minimalistic and there is no crafting or building menu as such, we’ve integrated some helper functionality into the crosshair. The crosshair is normally a semi-transparent dot to help center your vision when you need it without being distracting, but it will also display different symbol hints for things like being able to open context menus.

 

Whats Under The Hood

A beta of the next version of our game engine, Unity 5, has been released. This doesn’t mean much for us at the moment, but it does promise some performance improvements. One of those improvements is an upgraded physics engine, which is great because we use a lot of physics!

We’ve also run into an annoying hitch with the current version we’re using. There’s a fantastic problem where the game runs great in the editor, but the standalone version’s performance is cut in half. So we’re in the process of testing a standalone build with a more recent version to see if the problem has been fixed. Fun, fun 🙂

 

Well that’s it for now. We appreciate all your support and how vocal you were when we missed an update 😛 So we hope you like hearing from on us on a more regular basis from now on.

See you soon 🙂

 

Stay Alive!

:: Sam

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Lets Get Physical

Well it’s about time for an update!

A lot has been happening over the past few months and we’ve been hard at work. I’ll start with the crafting.

The crafting is working great! It’s refreshingly unique and the gameplay flows really well. I think players are really going to enjoy it. If it seems like we’re not telling you much about it, it’s because we’re not! 😛 As mentioned in my previous post, since the start of Stranded Deep’s development a few other projects have appeared with similar themes. We’re really excited about the interactivity in SD and feel it’s a really important and unique aspect to our game, and we’d like to keep it that way. I will say that it feels great as a developer to realise I’ve just spent the last 15 mins I was supposed to be ‘testing’ the game running around searching trees for coconuts and trying to catch a crab haha.

A big plus for the project’s development has been the recent integration of Marmoset’s Skyshop for Unity. It’s taken the visual quality of the game to another level! Like most Unity users, we can’t recommend Skyshop enough. The workflow is great and the results are even better. Here’s a preview of just a few of the tools you’ll find in Stranded Deep…

Stranded Deep Items

All in all, the interactive side of things, and the game as a whole, is well on it’s way. Now it’s just a matter of punching out more great assets until we can’t think of anymore!

Before I go, we’d just like to say how much we really appreciate our fans patience. Ben and myself are perfectionists, and realise that our fans deserve nothing less. We realise that the project has overshot it’s original timeline. We’re sorry, but we wanted it to be better, and we knew we could make it better with more time. We’ve received a lot of criticism regards our lack of feedback. We’re sorry for that too. Unlike our AAA competitors, there’s just the 2 of us.. for everything. We have really appreciated the strong feedback from the community and realise that a lot of people want this game to be just as great as we do. When we’re slow to reply or post updates, rest assured that it’s because we’re ‘head’s down-ass up’ absolutely buried in our work ..not off at the beach (I wish! 😛 )

:: Sam

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