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Void Crew Dev Q&A - Dev Stream #14 - Highlights 

Hutlihut Games
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5 окт 2024

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Комментарии : 11   
@KKronkka
@KKronkka 6 дней назад
Really disappointed with some of the design solutions (scrapping tactical officer role/panel, would have been really nice as an optional content that if some crew member has time for that role it would give you benefits instead of being a mandatory role) and plans (no save feature). Starts to sound more and more like a play & forget game to me tbh. What this game really needs is more complexity to keep it interesting and support & content for longer runs.
@colt-bro
@colt-bro 6 дней назад
I've spent a lot of time with the game, but unfortunately never heard of The navigator role. I would have loved to have an almost RTS sort of playstyle to support my crew. I am not sure why isn't at least an optional mechanic. I think there's value in having multiple roles that don't "NEED" a player, but are an option if you have the resources for it, or down time with your current role. The Navigator could interact with a 3D hologram of the current map and maybe charge up a large AOE scan ping in specific areas or around the ship, highlight a 3D route for the pilot, additional locks, and maybe some mechanics to increase the size, speed, or clarity of the map (higher module level, skill tree option, or mods like weapons have). I'm sure you guys would think of something cool for it. Maybe even The Navigator would have some mechanic tied to generating or updating a minimap for everyone on their screen (maybe a watch gadget, tablet, or phone sort of gear option). It possibly could take the spot of the map we already have where you select the exit vector (that could also be considered the Navigators job). It could be the normal warp map between warps, but while in a zone it could change to a "fog of war" styled map that the Navigator could help scan. I'm sure you guys have better metrics and understanding of your own mechanics than we do of course, but why does this really awesome idea not work in game? What made it get scrapped? Is there a possibility we can see something like this return in the future? Edit: Maybe even a tab that shows current ship status with damage that can be repaired via a statistics window? Rerouting power from engines to shields, stuff like that? Edit 2: If I could wave a magic wand, I'd have Void Crew adopt some mechanics and design choices of Pulsar: Lost Colony. That game is extremely underrated and dead when it's essentially a sandbox RPG version of Void Crew. Love the game, lads, please keep it up!
@HutlihutGames
@HutlihutGames 2 дня назад
Hey! Thanks for your feedback! There are several reasons the role was dropped. As Javier mentioned in the Dev Stream, we do much of playtesting and evaluating our own and Community ideas. In your comment you also mention power management - fun fact, we had a terminal for it aswell. The game at this point was too terminal-reliant, and compared to what we have today, it could almost feel like cheating. It also clashed very much with one of our core design pillars, which is Tactile Interactions. It's the engineer job to manage the power and the modules, it's the pilot job to scan and tag enemies and have the best overview on the battlefield (with outside camera). At the moment we had the terminals, other roles didn't feel as unique or useful in how the team operates. Another thing is, it was really, really difficult to maintain. Everything we did in the 3D world, had to have a clear 2D counterpart, and there's also a code counterpart for that. It was a bit like constructing another game within the game. Maybe if we were a AAA studio with huge team and resources, it would be doable, but we are a small indie team, and we really have to be careful about priorities, and what we actually spend our time on. There is always a possibility that something finds its way back into the game, so who knows - maybe one day it will come back, as long as it works well with other gameplay elements. Never say never :)! You can find more interesting insights about how Void Crew was designed, and also about the Tactical Officer, in our Hutlihut Talks VLOG #4 - Designing of Void Crew. 28:23 is the specific time when Daniel (our Creative Director) starts talking about dropping the Tactical Terminal in detail, but the whole talk is pretty much about how the game and the ideas evolve over time. Metem Preserve You!
@LevelUPGERMAN
@LevelUPGERMAN 6 дней назад
Really hyped for the blueprints and new skills :) any eta?
@HutlihutGames
@HutlihutGames 6 дней назад
We'll announce the date sometime during October. Stay tuned! :)
@ExcessiveBananas
@ExcessiveBananas 4 дня назад
I understand not wanting to have a save system in a rogue like but could we get a pause system? Maybe the warp is the pause system and you only get interdicted when you make the jump to the next objective not just sitting in the warp way thingy
@JonesJensen
@JonesJensen 6 дней назад
I know this video isn't a Q&A, but what are up with hitboxes in the game? Nearing a station or an outpost there's a HUGE invisible wall suddenly bouncing the ship away or sometimes locking it into position. Same with players, I've had crewmates get stuck inside a ship or flung several hundred meters because I steered or moved the ship a little. Other than those issues, the game is absolutely amazing, I love it and only wish for a bit more ability to solo play (when my friends are offline 😞 )
@HutlihutGames
@HutlihutGames 6 дней назад
We are looking into collider issues as part of the 1.0 fixes, so stay tuned and thank you for reporting that specific issue!
@JonesJensen
@JonesJensen 6 дней назад
@@HutlihutGames The absolute insane response time! Thank you so much for the reply and the game! (Did you know, it Denmark we actually use "Hutlihut" as a football term?) It was first used in a movie as "a shot of a strong alcohol" but is now used as something we say when we cheer in football.. 😀
@HutlihutGames
@HutlihutGames 6 дней назад
@@JonesJensen We're bringing more Solo improvements with Next Update including a module in the Sentry Loadout that will help you maintain the ship as well as Fabrication changes that will allow for crafting more B.R.A.I.N. Turrets! We're a Danish studio, we totally know! :) Vores studie ligger ved side af Lille Langebro i København. Når vi har noget at fejre, tager vi alle ginger shots. Tak for at spille Void Crew! METEM Preserve You!
@JonesJensen
@JonesJensen 6 дней назад
​@@HutlihutGamesAwesome, I had no idea! 😂
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