 FailbetterFuzz Administrator Posts: 232
11/28/2017
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Hi folks,
Our next feature update will include the new procedural generation system, as featured in one of our recent development sprint blogs. Along with some new decorations and an increased spawn rate for the agents, the build will help make the Reach stable and feel a bit busier to those crossing it.
This thread is a place for everyone to discuss those changes once the build goes live. I shall update this post with more details once we actually release it into the wild, as I don't want to reveal everything just yet.
One thing to bear in mind once this build is out in the wild, is that Discoveries and Spectacles (Horrors and Wonders) are not yet present. Once these features are released, the world should feel much more plush.
Update: As you've probably seen in the Patch Notes these are the main new features:
- A new procedural generation system.
- Redesign of the Survival HUD.
- We’ve increased the spawn rate of agents.
- We’ve changed the chart to accurately reflect in-game assets on the collidable layer.*
- New decorations are in place.
Please go ahead and discuss these here. Let us know what you think.
We've also made changes to Terror but we'd like you to discuss these over in the Terror Feedback thread
*we are aware it's not completely accurate at Magdalene's edited by FailbetterFuzz on 11/30/2017
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 illuminati swag (Benthic) Posts: 137
12/12/2017
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The world feels a lot more alive now, I really like it. I accidentally went through a region infested with Cantankeri, and saw a Tackety Scout fighting some Cantankeri. It had already killed one (judging by the floating loot), but there were two more attacking it, so I killed them to rescue the Scout. That was the coolest organic moment I've had in Skies so far, and there was nothing in Sea that could have possibly produced that sort of situation. I'm really happy with how this has turned out, at least from a first impression.
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 The Articulate Ungulate Posts: 8
1/14/2018
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I like all of the additions, but of course still want more. ;-) A couple suggestions:
- While scrolling along the emptiness of stars and nebula gas, I find myself craving hints of planets in the distance, like gibbous gas giants or similar - assuming that wouldn't break with the game's aesthetic.
- Thunder and lightning storms would be great, assuming they don't get to seizure-inducing levels. I'm thinking of the lightning being something that happens way away in the deep background, among the nebula clouds.
Also, is there any way that we could find out more about the locations we discover, their history and relevance to current events - e.g. the Battle of Culverston?
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 Nanako Posts: 536
11/30/2017
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Please update the thread, since it's out in open beta =) http://steamcommunity.com/games/596970/announcements/detail/1460719316096644439
I'm playing now. First thoughs; everything feels much more dense. From what i can tell, a lot of objects have been reused, rotated somewhat randomly, and moved down a layer or two. I approve of this efficient recycling of content, it's exactly what i'd do too.
I've only been to winchester and titania so far, my thoughts on those; Thanks to having several more layers descending down into the pea souper, New winchester feels a lot more like a city now. Which is great. But seeing all the city sections down there among the pollution and smog makes me kind of sad. It must be an awful place to live, like the rookeries back in london. So it kind of feels more dystopian and detracts a little from the light, airy feel of the high wilderness. But also more authentically victorian, which is probably good.
Titania has a lot of the same, the main port is now considerably smaller and a lot of the content is moved to less intrusive background layers but it doesn't feel quite right here. See attached image https://i.imgur.com/BXTwh9t.jpg
As we can see, titania, too is shrouded in smog. However this is an artist's enclave, with nary a factory to speak of. We should definitely have clearer skies and a more airy feel here. The only thing in the air is pollen, which i'd think would be more yellowish. Please remove the smog from titania
Will add more as i explore more areas
Edit: Port Avon is beautiful. The blue skies give it a sunny, upbeat feel. I'm loving it. However, i do recall several storylets there - and illustrations within the storylets, talking about a golden nebula,it seems odd that a distant nebula would be visible in such bright light
edited by Nanako on 11/30/2017
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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 Nanako Posts: 536
11/30/2017
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I got some odd framerate drops around Hare's Hope https://i.imgur.com/adwoRwi.jpg Cleared up on its own after about 20 seconds. Perhaps just loading in lots of things?
Polmear & Plenty's Circus doesn't feel much different from new winchester. Asteroids and fog. It'd be nice to see more of those coloured searchlights the flavour text talks about. make them extend far beyond the circus area, like the lighthouses in sunless sea
The Mold Pastures are disgusting. But it's clear thats what was intended, so it works well. I want to vomit looking at the place though. I'm guessing the mold pastures are part of hybras, given the proximity. It fits pretty well. Hybras was pretty good to begin with and not much has changed, although it is a little over-reliant on that grey fog. And oh god, is that a NEW MUSIC TRACK! the new music is very dramatic and actiony, could do with a slower lead in though. It kind of explodes out of silence when it starts edited by Nanako on 11/30/2017 edited by Nanako on 11/30/2017
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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