|
Yep, I feel the same way. The same thing can be seen in Minecraft too, where the first night is easily the most compelling part of the game purely because you can't explore thoroughly, set a base camp up AND start gathering needed resources before nightfall (unless you're lucky or very familiar with the mechanics). NEO Scavenger-wise I like that you're given a vague goal of going East and it's up to you how you want to achieve it. It would be great if later goals could also crop up in an organic way - encountering different factions, landscape features etc could give different micro-goals, such as scouting out a hostile area from the safety of your camp or collecting plot info from enemy camps.
|
# ? Apr 11, 2012 05:58 |
|
|
# ? Jun 8, 2024 07:27 |
|
Playing the demo, cannot for the life of me figure out how to load this rifle I found with these bullets. What am I missing? Put the bullets in the guns container slot! Nope that'd be logical. EDIT: Wrong bullets, I'm good at video games. XTimmy fucked around with this message at 08:11 on Apr 11, 2012 |
# ? Apr 11, 2012 07:37 |
|
Another news post. BBG is throwing out some pretty good ideas including some proposed changes to lighting/visibility and will include dusk/dawn. See screenshots: Dawn Day Dusk Night quote:You may see a few surrounding hexes with sources of light, as in the city tile above, or DMC tiles. But the map will be covered in nearly complete blackness at night, even the distant hexes you've previously visited. Stumbling around in pitch darkness isn't a good idea in the best of places, forget about a post-apocalyptic wilderness and ruins. Getting around without light is going to cost you. A quick overview of some of the proposed changes:
quote:I'm aware that some of them might be too drastic or reduce the fun factor, so I'll be testing it myself, and watching for feedback after they're in.
|
# ? Apr 12, 2012 08:05 |
|
Suggestion to go along with the new changes: make squirrel corpses last at least like 24 hours before they rot. Camping in one spot and recipes taking AP will make hunting more than 2 tiles from your camp pretty useless.
|
# ? Apr 12, 2012 10:02 |
|
News post concerning changes to creature AI is up. It's worth reading the full thing, the explanation is short and also gives a bunch of logged entries of the cycle in action. A few examples: Looter, looting: code:
code:
code:
News post, no new build today.
Xik fucked around with this message at 04:50 on Apr 14, 2012 |
# ? Apr 13, 2012 02:41 |
|
News update which you can read on the site. Here is a brief overview: Night Blindness and Night Vision:
Torches are being worked on:
Fixed bug where clothes reaching 0% condition which would destroy the wrong layer of clothing, and get stuck on the player at 0%. Sounds good to me, I'm not sure what is going to be changing the detection sensitivity each turn but perhaps it could be effected by how tired/alert you are. Even if you can't see, in theory if you are more awake/alert you would be more likely to notice someone/thing in front of you and if you are tired you would be more likely to just stumble into them.
|
# ? Apr 18, 2012 04:04 |
|
Xik posted:News update which you can read on the site. Here is a brief overview: You're the best for keeping up with this game Xik and your cat wearing headphones always amuses me.
|
# ? Apr 18, 2012 04:22 |
|
Xik posted:Sounds good to me, I'm not sure what is going to be changing the detection sensitivity each turn but perhaps it could be effected by how tired/alert you are. Even if you can't see, in theory if you are more awake/alert you would be more likely to notice someone/thing in front of you and if you are tired you would be more likely to just stumble into them. It sounds like smart players will hunker down and camp during the night. If implemented right, this will make the game more paranoid and tense at night. Poorly implemented, it might mean a lot of cheap, unavoidable eviscerations-by-dogmen. I put my faith in the developer, though, because so far he's been really good about pouncing on bugs and balancing issues. Blooshoo posted:You're the best for keeping up with this game Xik and your cat wearing headphones always amuses me. Seconded. Though I always assumed those were earpro headphones, and he was actually a gun-toting operator cat. EDIT: I forgot to ask - does a torch make the player more visible to NPCs, the same way that a campfire does?
|
# ? Apr 18, 2012 19:36 |
|
Myoclonic Jerk posted:It sounds like smart players will hunker down and camp during the night. If implemented right, this will make the game more paranoid and tense at night. Poorly implemented, it might mean a lot of cheap, unavoidable eviscerations-by-dogmen. BBG has earned my trust at this point I think and seems more then capable of adapting features until it positively impacts the game. If it forces players to think about setting up camp and using night as "downtime" to rest/craft (like BBG says) I can see it working, the major concern will be how often enemies end up "accidentally" walking into you or dogmen finding you. This is even more of a concern since the combat at the moment is so poor and basically relies on you running away, which wouldn't be possible if a dogman pounces on you while sleeping at night. Regarding torches making the player more visible to NPC's: quote:In theory, the torch should lower the MinLightLevel for the purpose of blindness testing in the dark, but it won't affect the vision range at night. It'll also bump up the user's visibility. Bold mine. I assume this means visibility to other NPCs, because he already states it won't affect vision range? Or perhaps he means that it won't change maximum vision range but will change both player vision and the ability to be seen? I'm not overly certain to be honest. Myoclonic Jerk posted:Seconded. Though I always assumed those were earpro headphones, and he was actually a gun-toting operator cat. Blooshoo posted:You're the best for keeping up with this game Xik and your cat wearing headphones always amuses me. It's actually a fugitive space cat from a great little space combat game called Flotilla.
|
# ? Apr 19, 2012 02:22 |
|
Another news post which I think clears up the question about the torch light source.quote:I wanted day/night ambient light to adjust how visible a creature was, but not the visibility of their light sources. So now, a creature's visibility goes up and down with daylight, but a torch will blow their cover at night. quote:I also added a slight penalty to a creature's awareness based on their fatigue level. I may expand this into other conditions as well, if I find others that make sense. Also, regarding the torches, there are now 13 different recipes for them: quote:3 to create the two different types of torch, and 10 for lighting each of them with the various sources of flame.
|
# ? Apr 19, 2012 04:35 |
|
HUGE BUILD UPDATE: Beta Build: 0.930b (Build number wasn't incremented ) Full news item is on the site, but it's literally this exact list. Luckily BBG already made this update into a list so I didn't have to go through and pick out the "good bits". If you are curious what a particular list item does, the last half dozen posts by me in this thread pretty much explains most of the new mechanics (which are based on previous news items).
|
# ? Apr 20, 2012 09:41 |
|
Xik posted:It's actually a fugitive space cat from a great little space combat game called Flotilla. I remember that game! I played it a little when it first came out. There wasn't much to it, but the art direction and the sense of humor were very endearing. This update is super exciting. I can't wait until I get some downtime later today.
|
# ? Apr 20, 2012 13:01 |
|
Excuse the doublepost, please. I snuck in a couple sessions this morning. Two very important things to note: 1. Dusk and dawn are difficult times. Nighttime is downright murderous. 2. Make finding a lighter your first priority. Night time comes on fast - if it's evening and you haven't found one yet, consider killing a looter/raider for theirs. It really is that important. Without a torch, you will have a very difficult time finding shelter and other essentials to make it through the first night. Meanwhile, your chance of stumbling into a Dogman is . . . regrettably high. How do you make a longer burning torch, instead of a "crude" torch?
|
# ? Apr 20, 2012 18:30 |
|
It sounds great, hopefully I'll have some time later today to play a few games.Myoclonic Jerk posted:How do you make a longer burning torch, instead of a "crude" torch? According to the previous news item: Fast burning: Stick with a rag. Slow burning: Stick with either a rag+lighter fluid or rag+twigs. e: VVVVV The Nightvision ability should be gone from the ability selection screen. It was removed with this patch. Xik fucked around with this message at 02:44 on Apr 21, 2012 |
# ? Apr 21, 2012 02:22 |
|
Gonna try a nightvision/medic/melee/tough guy next time I play to see how everything is, even though combat is still in its infancy. Maybe with Metabolism and Tracking so that I can still wear my squirrelsuit while I eat squirreljerky.
|
# ? Apr 21, 2012 02:43 |
|
New Build A new build has been released. It is the exact same build as previously mentioned but with the build number incremented. Make sure you are running version 0.931b when you load it up, if not, try a hard refresh (Control+F5 in Firefox) or clearing your cache.
|
# ? Apr 21, 2012 04:23 |
|
New Build: Beta Build: 0.932b Full news item is on the site.
|
# ? Apr 22, 2012 02:43 |
|
So how much does the beta add on top of what the demo had going on? I've run through the demo a lot and think I've seen all there is to see (been to the sprawl and then some). However, this game really grabbed me so if there is more going on in the beta then I'm happy to donate to see what's going on and help development.
|
# ? Apr 22, 2012 03:07 |
|
tokyosexwale posted:So how much does the beta add on top of what the demo had going on? Demo Build: 0.916d Beta Build: 0.932b In terms of features, the beta has a quite a bit. Every update that I've posted about over the last couple weeks (at least) has been beta only. In terms of plot encounters/continuing the story it has nothing more then the demo.
|
# ? Apr 22, 2012 06:29 |
|
Build Update: In todays news: Xik won't stop posting and NEO Scavenger gets a new build. Beta Build: 0.933b Full news item is on the site.
|
# ? Apr 23, 2012 04:32 |
|
Xik posted:In todays news: Xik won't stop posting and NEO Scavenger gets a new build. Xik shouldn't stop posting when NEO Scavenger gets a new build Seriously, I don't check out the website that often, but I enjoy reading the thread, and I get the updates at the same time. Win-win!
|
# ? Apr 23, 2012 10:05 |
|
Darval posted:Xik shouldn't stop posting when NEO Scavenger gets a new build
|
# ? Apr 23, 2012 10:30 |
|
Yeah. Blue Bottle games is pushing out updates at incredible speed but you've also been ridiculously diligent about updating this thread. I check this thread whenever I see a new post so keep it up. Also, it happened a few pages back, but I just want to give kudos to Blue Bottle for such a rapid turn around on the paypal thing. You could have just said, "Eh, that's how it is," and not done anything but instead you called them up and had it changed really fast because people had issues with it. That's pretty cool, man.
|
# ? Apr 23, 2012 18:18 |
|
Another news update, no new build. BBG is working on a couple of neat little additions, including:
|
# ? Apr 24, 2012 04:43 |
|
Hey Guys! I wanted to echo the praise for Xik's diligent updates. This thread is probably the most consistently active discussion on NEO Scavenger outside of the BBG forums, and I check back regularly to see what folks are saying. So kudos, Xik! @tokyosexwale - My pleasure! I'm all for making the purchasing process as painless and transparent as possible. I'm hoping that in the future, especially when there is a stable build to download, I can expand into some more traditional storefronts (e.g. Desura, Steam) so people can choose the method that suits them most. Regarding the demo vs. beta, Xik pretty much nailed it. The plot content is about the same right now, whereas the beta's features have evolved quite a bit from the demo (e.g. save/load, richer day/night gameplay, camps, AI behaviors, improved UI, lots of bug fixes). More plot is currently a front-runner on the voting page, just after larger resolution/fonts, so that expansion is on the way. Surprisingly, combat is a few ranks below that, despite it's relative primitiveness and the frequent frustrations people voice. Though, I'm not exactly sure how to improve it yet, so maybe that's okay. Back to the original point, though, thanks for the active discussion and thoughtful feedback. It's been very helpful!
|
# ? Apr 24, 2012 16:13 |
|
I've said it before, but I'll say it again; thanks BBG for keeping up with the thread and taking our problems/suggestions into account. Build Update: Beta Build: 0.934b Full news item is on the site.
This is the first time I've heard the term "Mummy sack", so naturally I searched for it. The first result was a mummification/bondage fetish fan fic site. Never change Internet. (FYI: It's just a type of sleeping bag.)
|
# ? Apr 25, 2012 03:13 |
|
Build Update: Beta Build: 0.935b Full news item is on the site.
Camp Icon: Creature Conditions:
Container Toolip: Sleep Button Moved: The visibility system change which will have the biggest impact appears to be: quote:Creatures that stand still for at least one turn are now harder to spot. Moving creatures have about the same visibility as what players are used to. However, if the player or another creature stands still for a whole turn, their visibility drops.
|
# ? Apr 26, 2012 04:10 |
|
BlueBottleGames posted:Surprisingly, combat is a few ranks below that, despite it's relative primitiveness and the frequent frustrations people voice. Though, I'm not exactly sure how to improve it yet, so maybe that's okay. To some extent, this is self-fufilling. From the start, combat has been a horrible death-trap and the best way to handle it was "ignore combat, train to be good at everything else". So the people who continue to play the game are people who accept that the combat is crap and are willing to play it anyway. Those people by nature would not have combat as a high priority, or else they wouldn't have kept playing.
|
# ? Apr 26, 2012 05:11 |
|
Zaodai posted:To some extent, this is self-fufilling. There is probably some truth to that. Those that care that much about the combat probably would have passed over the game already and those that are still here are more interested in the survival/plot side of it as reflected in the player voting. A quick news update. BBG has been doing some PR related stuff including an interview which I'll post here when he posts it. There may be changes to the crafting system coming in the future: quote:..ingredient substitutions (e.g. using the various types of water in a purification recipe, or the various sources of flame when lighting a torch), as well as identifying which ingredients are tools vs. consumed items. quote:It also may be time to start looking into our next voted feature: higher resolution. e: bad@engrish Xik fucked around with this message at 13:48 on Apr 27, 2012 |
# ? Apr 27, 2012 03:18 |
|
Xik posted:
I was actually about to suggest something like this. Giving each item internal "tags" or "attributes", like "Fire Source" "Edible" "Liquid" "Clothing", etc. would make item handling a lot smoother, as lighting a torch would be as simple as adding the stick plus "Fabric" or "Clothing" plus "Fire Source" (plus possibly "Fuel" for longer burning torches) and there you go, instead of creating a hundred recipes for every permutation capable of making this one item. Also, when clothing degenerates into unusability, it should become a "Rags" item, which can be used to repair other clothes (possibly with a needle and thread/sewing kit) or used in recipes like the Torch or even making a rifle sling or a rucksack (Stick plus "Fabric" or "Clothing", makes a container about as large as a plastic bag inside, never breaks, must be carried in hand) Just a few thoughts.
|
# ? Apr 27, 2012 03:29 |
|
In a complex game with a shitload of items, that's really the only way to do crafting without requiring a wiki open in another browser. I kinda hoped the game crafting was already like that. Also makes it easier to add in new crafting recipes and items for the devs.
|
# ? Apr 27, 2012 12:33 |
|
A short news update: The crafting system changes have been put on hold for now. quote:So after a morning of wrestling with crafting system redesigns, I took a few steps back, and realized it was a huge amount of work for relatively small gain. And some votes have been dumped into plot encounters which means it is now equal with bigger resolution/fonts. There is also a small Build Update: Beta Build: 0.936b Full news item is on the site.
|
# ? Apr 28, 2012 04:28 |
|
A very quick news update: BBG is going to be working on plot/encounters for a while so updates will probably slow down.
|
# ? May 1, 2012 05:13 |
|
Build Update: Beta Build: 0.937b Full news item is on the site.
|
# ? May 3, 2012 03:44 |
|
Xik posted:
Oh sweet, I thought I was using them wrong. Trapping will be even more useful now. I've noticed that botany seems to find me a lot more water when scavanging. Is that actually real or am I imagining it?
|
# ? May 3, 2012 18:02 |
|
There is an interesting interview with Daniel up on some site I've never heard of. It's part one of two, this first part is more about him setting up BBG, indie game dev, inspirations for NEO, piracy etc. If you are only interested in reading specifically about NEO then wait for part two, which I'll post tomorrow when it's up.
|
# ? May 4, 2012 05:20 |
|
Xik posted:There is an interesting interview with Daniel up on some site I've never heard of. It's part one of two, this first part is more about him setting up BBG, indie game dev, inspirations for NEO, piracy etc. If you are only interested in reading specifically about NEO then wait for part two, which I'll post tomorrow when it's up. I have to say, Daniel seems like my kind of chap! Interesting read..can't wait for the 2nd one.
|
# ? May 4, 2012 06:39 |
|
Part two of the interview is up and is exclusively about NEO, definitely worth a read.
|
# ? May 4, 2012 17:14 |
That interview was pretty good! Some stuff I assumed or expected but some interesting stuff about deadlines and effort into plot and games beyond. Got me to start playing this again after having taken a break for awhile since I'd end up sinking hours into it trying to get further and further. Something I noticed that still occurs just like it did a month ago is the newspaper scraps that you learn recipes from. Clicking them into your inventory gets recipes just fine. But then when I click to get them out of my inventory, they give me more recipes. And if I put them back I get more recipes. I can usually cycle that two or three times before it runs out of recipes to give me. Is that meant to be intentional?
|
|
# ? May 4, 2012 19:47 |
|
|
# ? Jun 8, 2024 07:27 |
|
Build Update: Beta Build: 0.938b Full news item is on the site.
Pez Ez Dispenser posted:Something I noticed that still occurs just like it did a month ago is the newspaper scraps that you learn recipes from. Clicking them into your inventory gets recipes just fine. But then when I click to get them out of my inventory, they give me more recipes. And if I put them back I get more recipes. I can usually cycle that two or three times before it runs out of recipes to give me. Is that meant to be intentional? You can actually do it indefinitely and get a whole bunch of recipes last I checked. It wasn't intentional and was originally reported as a bug on the official forums but has sort of been left in so new players can abuse it if they want. Daniel's response on the official forums posted:It is indeed a bug! Though, a somewhat useful one
|
# ? May 5, 2012 04:45 |