DEV

Opening Doors and Finishing Quests

As the week nears the end, the team is making a big push to tackle some of our lingering performance issues. We’ve already stripped the entire map of vegetation, and did some major material upgrades to make things less resource intensive, but there are still a few areas for improvement. One of the biggest, is the Municipal Veil Station. The huge building still needs a bit of work to make it the main social hub without setting your GPU fan spinning. We’re making good progress, but the building is one of our largest, and it will take some time to make all the improvements we want.

In the meantime, the Thorcon Power Plant is mostly ready to go. The spacious safe area and social hub has everything a person restored to life over 60 years after a worldwide cataclysm could need. It’s roomy, with plenty of areas to explore, and virtually radiation free. The plant will be the social hub of the game for a while until the Veil Station is fixed.

I say the power plant is mostly ready because we are still having some door issues inside. Wrongly sized, doors that won’t open, and inner doorways that magically lead to the outside are all being fixed this week. All of us have been playing to hunt down any remaining bugs. We’ve found a few new ones including: Guns echoing when you fire them even when you’re not in an enclosed area, sometimes you lose the ability to walk after you respawn, making it extremely difficult to escape danger, and Chris found a group of Trophy Hunters who didn’t seem to mind being shot, stabbed, or bludgeoned, because they couldn’t die. All of these, plus a few other minor issues should be fixed soon.

The team circled back to some crafting improvements, and our work on refinements to the queue layouts making it easier to see what your building, and when it should be done. Jesse is finishing up box designs fitting for our shipping company, Alohagistics. With the tagline, “Get There Eventually” players will soon see many branded boxes across the game area.

We talked briefly about making a trailer, and the best options for an initial one as well as trailers down the road. We talked about some different forum options and improvements as well, and found an inception-type bug that has us rethinking having the forums in an iframe on the page.

After some outside feedback it became apparent that we need to make the wording on game packages clearer, specifically when it comes to the premium subscriptions. Many people thought they’d need to pay a monthly subscription to keep playing the game after the initial purchase, which is NOT the case. The monthly subscription simply gives you a number of, as yet undetermined, benefits and bonuses to your character. Nothing that would make your character indestructible, we hate pay to win games, just things that would make life easier for a player.

With much of the area surrounding the Communications Tower in the final stages of completion, the art team showed off some concept images of the next part of the map to be built. We talked about taking advantage of already existing structures in Lahaina that we could use in the game, places like: water treatment facilities, junkyards, theaters, industrial parks, water holding tanks, and smoke stacks. We talked about which areas would be the most interesting to include and what sorts of things an enterprising group of bandits could do with a smoke stack hideout.

Chris and I have finished the dialogue for the upcoming quest, and the rest of the team is fixing things, and working out any kinks rapidly. We’re seeing updates many times a day as we work to make the scenario as enjoyable as possible. Below is the latest look of what a player will see at the beginning of the quest, when they first come out of the underground respawn area.
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