Change the control button Added new music for cave Added new music for field Fixed some raycasting and effect for the blue mecha Added new projectile for blue mecha Tweaking to base building Added the normal wall Changed windows wall icon Added a volume and mute to menu music Changed General ui Tutorial bench no longer needed to be placed Changes to some player FX Fix to bridge not maintaining the states Fix to character creation buttons Potential fix to some building collision Balancing of crafting formulas
Demo Patch 5.3.5.0
A lot of you reported weird behaviour with dragging and inventory , it was really game breaking and blocked a lot of progression. I think we finally managed to fix it. Also we added new features for quick transfering items:
Right click = Transfer all Middle mouse click = Transfer Half Shift + Right click = Transfer 10
Thanks everyone for your feedbacks and bug reports !
Patch 5.3.5.0 Added a better visuals for dead player corpse Added an icon on the map for where the player died Fix to the inventory dragging icon issue Added lore journal Small UI rework Added control button always available on the main HUD Fixed bridge UI not closing with esc or tab Fixed false collision for bullets in tutorial Fixed some collision and selection issue for 3D models
DEMO Patch 5.3.4.0
Patch 5.3.4.0 -Fix to workbench and campfire storage problems -Potential fix for clicking problems -Changes to all UI to fit into widescreen resolutions Should work with most formats such as 16:9 - 16:10 - 21:9 - 32:9 -Changes to the rate at wich player get hungry -Fixed and added new damage informations on player.
Patch 5.3.3.0
Patch 5.3.3.0 -Fix to crossbow arrows not being shot properly -Added Mecha ennemis to the the mecha field -Changed the stats and attack phases of the Blue Mechas -Removed the ability for Metalon to attack building. It wasn't supposed to happen. -Fix to crafting UI where it would remember previous amounts -Changes to how mouse selection works, it shouldn't attack straight away. -Fixed some POI not being properly aligned with the actual items/places -Fixed some issues with enemy damage -Added a new music for the field area -Changed a bit of drop chances on some rare loot -Added random event of a metalon Nest -Added random event of meteorites
Demo Hotfix 5.3.2.1
**Hotfix 5.3.2.1** General character stats in the inventory Fix to drag in storage UI Escape now closes all open UI dialogs Fix to UI not closing properly Fix refresh for character stats UI
**Known Bugs:** -Inventory ui item dragging for some users sometime will stop dragging, quitting the game and coming back seems to fix the bug. -Crossbow projectiles seems to unproperly calculate raycast and doesn't go where it is supposed to go -Tutorial creatures in some rare cases isn't affected by bullets -There seems to be some Invalid calculation with projectiles -Building destroyed by creatures don't drop resources
Thanks everyone for your early feedback It's time for me to go to bed now and i'll catch you tomorrow to answer your questions and bug reports :)
Sign up for the closed beta testing of Wild Planet
We're thrilled to announce that we're gearing up for the closed beta of Wild Planet, happening this August! If you're excited to test our game, help debug, and provide valuable feedback, we invite you to subscribe to our mailing list for exclusive access.
What to Expect:
Exclusive First Look: Be among the first to explore Wild Planet's captivating open world. Feedback & Debugging: Help us polish the game by sharing your insights and reporting any bugs. Community Collaboration: Join forces with friends in co-op multiplayer and dive into thrilling adventures. Important: There might be a Non-Disclosure Agreement (NDA) to sign, as the game is not yet released.
We can't wait to embark on this journey with you. Let's make Wild Planet an amazing experience together!
See you space cowboys !
Devblog: Player Progression & Mechanics
Welcome back to another devblog update! Today, we're diving into the details of player progression and the core mechanics of our survival open world crafting game. Our goal is to create a gameplay experience that balances survival elements with a chill and accessible vibe. Let's take a closer look at how we've designed our progression system, exploration mechanics, and crafting to ensure an engaging and rewarding experience.
Survival Elements and Player Progression
Our game is built around key survival elements such as farming, crafting, hunting, and hunger. However, we’ve designed these mechanics to be forgiving and not overly punitive. Our progression curve is designed to be straightforward and enjoyable, avoiding excessive grind while still providing a sense of achievement.
Dungeons also play a crucial role in player progression, offering intense exploration and thrilling boss fights. Each dungeon is meticulously designed to provide unique challenges, requiring players to utilize their skills and resources strategically. As players delve deeper, they encounter formidable bosses, each with distinct abilities and attack patterns. Defeating these bosses not only grants valuable rewards but also unlocks new blueprints for crafting, further enhancing the player's journey. These encounters are crafted to be memorable milestones, testing player progression and offering a deep sense of accomplishment upon victory.
Monuments & Exploration
Exploration is a cornerstone of our game, with monument progression mechanisms providing short and medium-term goals. These goals reward players with items that enhance their gameplay experience rather than just offering cosmetic changes. This system is inspired by classic RPGs, giving players multiple options to develop and specialize their characters and bases. To keep exploration exciting, the entire map isn't accessible from the start. Various mechanisms gradually unlock different areas, encouraging players to discover the world piece by piece. Here’s how we keep exploration engaging:
• Points of Interest: We’ve scattered points of interest and resources around the map in clusters to guide players and make exploration rewarding. • Topographical Mapping: The game’s terrain channels player movement, leading them to interesting viewpoints, artifacts, and encounters. • Mini-Adventures: Traveling to a new location becomes a mini-adventure, filled with challenges and discoveries. • Biome-Specific Resources: Certain resources and mobs are unique to specific biomes, linking exploration with tangible rewards.
Crafting & Looting
Crafting in our game is more than just a necessity; it’s an integral part of the fun. We’ve designed the crafting system to feel more like building, with various benches and tiers that emphasize player progression and base interaction. Here are the four main points of our crafting system:
1. Complex Ingredients/Recipes: Players need to explore the world to gather diverse materials, promoting exploration. 2. Simple Ingredients/Recipes: Some recipes require only a few ingredients, focusing on resource management. 3. Blended Recipes: A mix of complex and simple recipes ensures players explore and manage resources effectively, fitting seamlessly into the survival gameplay. 4. Crafting Process: The crafting process is straightforward; simply clicking on a recipe starts crafting, promoting resource management and multitasking.
Additionally, crafting requires players to follow a progression path. For example, you can’t craft a sword without first crafting a hammer and a furnace. This system provides a clear sense of progression and accomplishment as players unlock new crafting options.
Technology Tiers
Our technology tiers range from Primitive to Modern, Sci-Fi, and Alien. By starting with familiar, historically-based technology, players can easily understand and adapt to new, more advanced tech as they progress. This gradual introduction ensures an easier learning curve and a sense of continuity. For example, a plasma drill, an evolution of a traditional tool, will intuitively indicate where and how it can be used.
Each technology tier offers tangible rewards and a deep sense of progression through: • Visuals: Distinct visual upgrades reflect technological advancements. • Crafting: New crafting options become available with each tier. • Gameplay Upgrades: Enhanced gameplay mechanics and tools offer new ways to interact with the world.
We believe these elements will provide players with a rich and rewarding experience as they progress through the game. Stay tuned for more updates, and as always, we appreciate your feedback and support. Happy exploring!
See you Space Cowboys
Building the World: Environmental Design in Wild Planet
Greetings, explorers! Today, we're excited to take you behind the scenes of our game and delve into the intricate process of environmental design and level creation. The world of Wild Planet is vast, diverse, and teeming with life, and we’re thrilled to share how we bring these environments to life, from concept to final design.
The Vision for Our World
Our goal for Wild Planet is to create a world that feels alive and immersive, where every environment tells a story and every level presents unique challenges and experiences. To achieve this, we adhere to several key design principles:
1. Immersion: The environments must feel believable and engaging, drawing players into the world. 2. Exploration: Each area should encourage players to explore and discover hidden secrets. 3. Diversity: Varied biomes and settings to keep the experience fresh and exciting. 4. Narrative: Environments should convey the lore and history of the world, adding depth to the gameplay experience.
Concept Art and Initial Ideas
Every great environment starts with a concept. Our artists begin by creating a series of sketches and paintings that capture the essence of each location. These early concepts are crucial for establishing the visual style and mood of the game’s various biomes.
Level Creation Process
Creating these environments is a multi-step process involving collaboration across our entire team. Here’s a glimpse into our level creation process: The layout of a level is akin to the blueprint of a building. It defines the structure and flow of the player’s journey through the environment.
Planning the Layout
We start by sketching out the level's layout on paper or digital tools. This involves outlining key areas, pathways, points of interest, and objectives. The goal is to create a logical and intuitive path for players to follow while allowing for exploration and discovery.
Key Components
• Main Path: The primary route that players will take to progress through the level. • Secondary Paths: Optional routes that offer rewards, secrets, or alternative strategies. • Points of Interest: Locations that draw the player’s attention, often containing objectives, lore, or unique encounters. • Transitions: Smooth transitions between different areas to maintain immersion.
Once the layout is established, we move on to designing the level in more detail. This involves creating the environment, populating it with objects and characters, and implementing gameplay mechanics.
Environmental Storytelling
A key aspect of our design is environmental storytelling. We aim to tell stories through the world itself, using visual cues, props, and environmental details. This can include: • Visual Landmarks: Large, noticeable structures that serve as navigation aids and add to the world’s lore. • Scattered Details: Items like abandoned camps, ancient ruins, or fallen trees that hint at past events. • Interactive Elements: Objects that players can interact with to learn more about the world or gain resources.
Balancing Challenge and Flow
A well-designed level should challenge players but also allow for moments of relief and exploration. We achieve this balance through: • Pacing: Alternating between intense action sequences and quieter exploration moments. • Difficulty Curves: Gradually increasing the challenge as players progress through the level. • Feedback Loops: Providing immediate feedback to players’ actions, helping them learn and improve.
Logical Design Discussions
Behind every level are countless discussions and iterations. Our design team collaborates closely to ensure that each level meets our standards and aligns with the overall vision of the game. Key Considerations • Player Experience: How does the level make the player feel? Is it engaging and fun? • Technical Constraints: Ensuring the level runs smoothly on all target platforms. • Narrative Integration: Does the level contribute to the overall story and world-building? • Replayability: Are there reasons for players to revisit the level, such as hidden secrets or alternative paths?
Iterative Process
Level design is an iterative process. We create initial versions, playtest them, gather feedback, and make necessary adjustments. This cycle repeats until the level meets our quality standards.
Contribution to Overall Experience
The environments in Wild Planet are more than just backdrops—they’re integral to the player experience. Each location is designed to support gameplay mechanics, enrich the narrative, and provide a visually captivating world for players to explore. By combining thoughtful design with detailed execution, we aim to create a world that is both beautiful and engaging, encouraging players to immerse themselves fully in the adventure.
Thank you for joining us on this journey through the environmental design of Wild Planet. We hope you’ve enjoyed this glimpse into our creative process. Stay tuned for more insights and updates, and as always, we welcome your feedback and questions.