Everything you build has condition levels, therefore the deformed can destroy your base. Later today as we're implementing the v1 craftables, we're giving all craftables a hostility value. Basically the more you build the more we want the deformed to increase hostility/aggression. We'll apply this same logic in the military update too with the soliders.
Awesome. This game is shaping up to be great! Plus challenging like it should be. This is going to be a game changer for iOS devices.
Sounds amazing and I just wanted to check in on how much you got done, I don't mind waiting a few extra weeks or days for a better quality game!
Dev update: Steady Progress Leads to Big Outcomes Hey y'all, This week went overall very well. We made good progress with the melee system, firearm system, survival mechanics, a bit of world enhancements with mostly modelling, and also made in roads to the crating experience that many of you have wanted- namely, to chop a tree down, watch it fall, then harvest the wood resources. This coming week's main objectives are the following; 1) complete v1 essential crafting (shelter, fire, wall) 1a)outline progression for shelters, walls (meaning having better shelters and walls) 2) complete First Person Experience, with fire axe, bolt action with scoped sight (melee is brutal, bolt-action ammo is rare) 3) complete survival mechanics (mostly finishing getting good baseline numbers, UI stuff like the indicator icons and screen fx (player camera turn black and white for fatigue, and blood on screen for health are already in). Thus next Friday, we'll have one heck of an update to share with y'all, with plenty of progress updates in between now and then. Thanks everyone for great feedback, it helps us focus and make sure the core is awesome. -Daniel and Clay p.s if you're keen on knowing our product dev schedule, you'll see this leaves us with just two more phases- adding deformed and lots of content.
How big will the oasis be? Ranging from tiny with a little pond to huge with a river? Or a mix of both?
Like in The Forest there were blueprints on what you were building and how much you have bulit it. Will you guys be doing the same thing?
That's right. Really love the "fill up" mechanism to the crafting. If anything is too time consuming for core v1 launch, we'll incorporate more of the rust style- ie inventory ui for wood count (rust), vs actually holding logs (the forest). Great fundamental question about harvest-crafting buddy!
First Post! Hello to the developers and the people viewing this thread! I literally registered to Touch Arcade because of this interesting game you're making. This is my first post ever in any forum so I'm not sure if I'm doing this right... :S Anyway, To start off I wanted to ask some questions just to get more info on this game: Is there a crafting system implemented in this game? Will there be shotguns?(Pump-action to be exact.) Are the Deformed found in dark areas sensitive to light?(Like light from a flashlight or something?) Is the setting post-apocalyptic? Sorry for all the questions especially if they've already been answered before. I just couldn't look through 170+ pages to find the answers.(I hope you understand) Oh and are you implementing interesting ideas given to you by the posters in this forum or are you already done taking ideas? Anyway thanks for taking the time reading this long post ToonuvaGames developers and I look forward to your reply! Oh and hello to my fellow Touch Arcadians.
I'm pretty sure there will be a crafting system as in like weapons and things light and shotgun no clue as for setting I'm pretty sure is post apotolyptic. They've been good about surrounding most details with a lot of uncertainty to keep us on our toes fr realease.