Other enticing features include endless survival modes that alter island size and climate, including desert, snow and several other terrains that change survival strategy. Fortunately, a full “survival guide” is among the many modes of play that instructs the user on pivotal game mechanics. However, command keys are not explained during the adventure mode which will initially frustrate many players. Learning the essentials of first aid is also of utmost import as a very serious attack will cause bleeding out that, as in real life, inevitably can lead to demise.Īlong the way some instruction boxes appear to provide direction, such as how to harvest wheat plants into grain. Vegetation can be both helpful and harmful as you learn which plants to avoid, including mutant flowers that attack when too closely approached. The player will learn how to gather raw materials such as wood, iron, and stone to construct shelter, hunt and protect themselves from vicious animal attacks by wild lions who are very suspiciously out of their natural habitat. Activities performed therefore truly reflect solitary endurance and require the player to discover themselves how survival may be attained. Little instruction is received initially, only that health, hunger, thirst and tiredness bars must be maintained to ensure survival. Otherwise forests would look like there was a big storm recently which uprooted all the trees.A Survival Puzzle You'll Have to Figure Out While small plants can be fully influenced by steepness (100%) it makes sense to choose a much lower value (like 0%-30%) for big trees because those tend to grow upright. This allows me to make the generated world look more authentic. So if the terrain has a steepness of 50% (diagonal), the objects will have an angle of 45° * 0.5 = 22.5° on the related axis max: 1.0 = 100% = objects will be 100% perpendicular to the terrain surface (50% steepness = 45° angle). 0.5 = 50% = objects will be "50% perpendicular" to the terrain surface. objects will be upright to an imaginary plane surface. Some example values: min: 0.0 = 0% = Terrain steepness is ignored. The value can be anything between 0.0 (0%) and 1.0 (100%). You can define for each object how much it will be tilted depending on the terrain surface. Objects on the terrain are now properly aligned to the surface. This will give you a nice idea of how much content of the game you already discovered. The UI will also give you a percentual overview over how much stuff you already unlocked (in total and for each category). So if you start a new adventure you will keep all your Encyclopedia unlocks from previous play sessions. The second parameter will be optional to unlock an entire category at once.Įncyclopedia unlocks are for the entire game and not just a session. This is what the localization entry for a category looks like:Ī simple 2 paramter method which needs to receive the category and the internal name of your Encyclopedia entry. You can simply define language keys with a special prefix/suffix to create new encyclopedia entries. It is entirely based on localization data and does not require any additional definitions. I implemented a very simple encyclopedia system. Why should I implement actual game play if I can waste time with implementing useless subsystems?! Yaaay! Some quests and events may only take place after surviving a certain amount of days or after building a certain thing. This should help to keep random maps more interesting over a longer period of time. These will be connected to special objects, characters or events which are randomly spawned on the map. My plan is to also add some quests to random maps. The difference between notes and quests is that notes are not connected with any task. There are also notes which also can be used for the story and other stuff. when there is a time limit or if there are different quests for the same task which just offer you different approaches to solve that task. You can finish them but you might also fail to finish them. It will work like the Stranded II diary but this time it will have 5 sections: current quests finished quests failed quests notes encyclopedia I'm using various standard Unity post processing effects like bloom, depth of field, screen space ambient occlusion and motion blur.
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