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Ben Quebec
Oct 30, 2005


super nailgun posted:

Came here from the Starbound thread, this game looks more interesting even in alpha. Excited to join playtesting and give Outworlder a try!

Working hard to make the game fun. I really feel like the genre hasn't made any good movement since Starbound and that there is a gap in the market for something like this.

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Charles Bukowski
Aug 26, 2003



Grimey Drawer

Rho is a good person, I hope this game does very well.

super nailgun
Jan 1, 2014



Ben Quebec posted:

Working hard to make the game fun. I really feel like the genre hasn't made any good movement since Starbound and that there is a gap in the market for something like this.

Is there currently any way to put some cash toward the effort? I was bummed to see that pre-orders were currently closed.

Mistle
Oct 11, 2005

#33 has his eye on you



Grimey Drawer

Had a superjanky glitch where I handaxe chopped a beast while it killed me, it locked up the audio, and nothing worked, I had to exit and restart for it to recognize that I died and it did the reset thing.

The jump is only what, two blocks high, but with a quick about face while running(all within one square of ground mind you), I've managed to latch onto ledges 3 or 4 high. Super useful when moving about by myself, but NPCs just can't fathom my obscene vertical skills.

I glitched into a permanent endless falling animation lock when I guess I simultaneously did some combination of the ground slide, the ledge grab, and/or a drop through a platform. Had to break the platform I landed on to unstick myself, but it wasn't completely broke.

A thing I would like: A constructed object which I can put a dead thing--like a bird--inside, that will attract a beast so I can get more meat. Bonus if it has a chance to attract an obscene number of beasts that will absolutely ruin a player's day.

Another thing I would like to see: Not having creatures spawn almost in front of me, which is not nice when they're a predator(?) or a beast(!) as I suspect those will generally make for a bad day if they suddenly appear on your location. Offsetting spawns of critters to "just outside" or near enough the screen edge that they don't get the jump on a player would be good. If there's increased vision planned anywhere, that might be a factor as well. Played a retro game recently and shots don't work when things aren't on screen because the game was very "not there, don't care"; if NPCs can see past screens edges and shoot things far away, that would make sniping a worthwhile task for them.

Lil Swamp Booger Baby
Aug 1, 1981

MTV




super nailgun posted:

Is there currently any way to put some cash toward the effort? I was bummed to see that pre-orders were currently closed.

Our EA is not too far out. You'll be able to pitch in then.

hbag
Feb 13, 2021


this looks dope
is the health system similar to rimworld's? cause that's like my favourite aspect of that game tbh

Lil Swamp Booger Baby
Aug 1, 1981

MTV




hbag posted:

this looks dope
is the health system similar to rimworld's? cause that's like my favourite aspect of that game tbh

We don't have anything that involved yet, but NPCs will definitely end up suffering from hypothermia, bleeding, starvation, etc.
Time will tell how detailed we'll get, ie Rimworld's specific injuries on characters or things like withdrawal.

Rhopunzel
Jan 6, 2006

Stroll together, win together


hbag posted:

this looks dope
is the health system similar to rimworld's? cause that's like my favourite aspect of that game tbh

I'm designing this game so that everythings scalable. An advantage to that is it gets the game in everyones hands faster and it allows us to expand on features later, a disadvantage is that to start out things will feel pretty bare bones.

Currently the health system sort of resembles a fighting games, to be put simply. When you take damage, a certain proportion is recoverable passively (the rate of which is aided by your hunger level), while other items actively recover health and/or restore the amount that can be recovered.

Currently theres bleeding and hypothermia, but theyre dummied out until we can get the proper UI and visual tells in so the player knows whats happening. We don't want to go down the Project Zomboid path of having the only sign your guys literally starving/freezing to death being a tiny icon you can barely see. It should be overwhelmingly obvious and we don't have the UI right now.

Next would be surgeries and limbs. That allows for things like cyborg legs (or peg legs!) or even losing limbs if you take a lot of damage.

Ultimately the goal would be to have something like RimWorlds (though nothing insane like DF). Right now its just too much work but everythings laid out so that if we want to work on adding it later, it can go on top of what's already there rather than having to redo everything from scratch.

hbag
Feb 13, 2021


Rhopunzel posted:

I'm designing this game so that everythings scalable. An advantage to that is it gets the game in everyones hands faster and it allows us to expand on features later, a disadvantage is that to start out things will feel pretty bare bones.

Currently the health system sort of resembles a fighting games, to be put simply. When you take damage, a certain proportion is recoverable passively (the rate of which is aided by your hunger level), while other items actively recover health and/or restore the amount that can be recovered.

Currently theres bleeding and hypothermia, but theyre dummied out until we can get the proper UI and visual tells in so the player knows whats happening. We don't want to go down the Project Zomboid path of having the only sign your guys literally starving/freezing to death being a tiny icon you can barely see. It should be overwhelmingly obvious and we don't have the UI right now.

Next would be surgeries and limbs. That allows for things like cyborg legs (or peg legs!) or even losing limbs if you take a lot of damage.

Ultimately the goal would be to have something like RimWorlds (though nothing insane like DF). Right now its just too much work but everythings laid out so that if we want to work on adding it later, it can go on top of what's already there rather than having to redo everything from scratch.

loving Neato
applied for playtesting

Zlodo
Nov 24, 2006



Rhopunzel posted:

Next would be surgeries and limbs. That allows for things like cyborg legs (or peg legs!) or even losing limbs if you take a lot of damage.

Neat. I take it you're also using space station 13 as an inspiration source? If you're not, you may want to look at it.

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Rhopunzel
Jan 6, 2006

Stroll together, win together


Zlodo posted:

Neat. I take it you're also using space station 13 as an inspiration source? If you're not, you may want to look at it.

SS13 is an inspiration but Ill be honest, the last time I played it in earnest was around 2009, so its probably changed a lot from what I barely remember. In any case I would really appreciate hearing any features from that you'd like to see.

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