Greetings Hive,
Current status: Alpha Development
Elaboration: Most framework is complete, substantial amount of unfinished content with a significant number of bugs. ~90% optimized for performance.
An 8-player, third-person perspective, PVP & PVE survival ORPG. During your time in Radroris, you will fight against hordes of the unholy, vicious natives, ferocious wild beasts with unique AI, and of course other players. Choose your class from three options (Builder, Hunter, Scientist) and further choose your subclass specialty. After choosing your survivor, you will be thrust into the wilderness of Radroris, barely clothed and ready to fight for your fate; whether it's to be eaten by sabre cats or grow to become Radroris' TOP predator.
*anything and everything in this thread is potentially subject to change as development continues*
Features & Content Preview:
- 88+ custom items (materials, consumables, attachable weapons and armor)
- Many custom abilities
- 17 different wild beasts with unique AI (not including aquatic creatures encountered by fishing)
- 256x256 Map Size
- Dynamic weather
- Survival mechanics (Hunger, Thirst, and Comfort)
- Crafting and Smelting Systems
- Third Person Perspective camera system (modified from The_Flood's system)
- Survivor Save/Load System (does not reference local files, string entry system designed from scratch. Works very well, but is vulnerable to exploits in its current state)
- A backpack system, which has replaced the transfer-to-storage mechanic. Storage crates are still in the game.
- Building options for walls, doors, campfires, and other buildables.
- An intense night-time experience
- A 1-60 leveling system that includes attribute point choices and subclass choices, providing customization options.
- Two completely original background music tracks composed for Survive: Radroris.
- Ongoing optimization, balancing and bug-squashing, of course.
- Expand AI and capabilities of NPCs in general.
- Polish object tooltips, etc. to remove any errors. Dial in object properties (collision, move speed, etc.) over time to the appropriate levels.
- Expand content for items, craftable items, and item drops to provide an interesting selection of viable gear for all class and subclasses.
- Expand on environmental ambiance and atmosphere.Continue to polish/adjust terraining and pathing. (Complete) except for Pathing (which comes last, as I intend to use HiveWE's experimental pathing tools)
- Complete dynamic weather system and eventually normalize it (currently have snow, rain/thunder storm, and windy). (Complete)
- Optimize and implement gradual fog increasers/decreasers into weather cycle. (Complete)
- Design Native boss with a growth system.
- Design Unholy boss and implement into existing flow appropriately.
- Design tasks and content for max level Survivors (such as feats, special quests, etc. that provide additional attribute points, special gear, and maybe even bonus subclass points).
- Design a "birds eye" camera system or design a mechanic that allows players to change their camera distance. (Complete)
- Design a feature that allows a player to change their Survivor's name. (Complete)
- Expand comfort level reactions to more situations to provide a more thorough survival experience. (Complete)
- Design and implement optional tasks (like quests) that serve the purpose of providing different experiences and choices without dictating how a player should play the game. Most of these events will not include instruction hand-outs; the goal is to provide many things to DISCOVER simply by doing different things to interact with the map.
- Design, update, and polish any artwork such as splash screen, map preview, music tracks and sound effects, etc.
My development update posts will be a bit scarce for a while, the reason being that I am overhauling a lot of older content (terrain included, ofc). Much of the recently designed content is at a level of quality which greatly surpasses a lot of the "older" content that I designed before learning many new skills along the way. Can't have that, can we? So I'll be devoting the majority of my time in WE doing this rather than expanding new content at this time.
Examples of what I mean:
Examples of what I mean:
-Overhauled dynamic weather system and added a third weather configuration. Each configuration implements two forms of weather, one covering the snowy/autumn areas and the second covering the lush forest areas.
-Made Adjustments to Weather.slk to fine tune particle systems. Previously, the wind weather would block out most view of the skybox, heavy rain and heavy snow are much.. heavier.. now, etc.
-After making further adjustments with the mock HDR lighting, I was lead to pursue custom day/night models (thanks Wark) instead. Thus, I have disabled all mock HDR lighting filters and implemented a customized day/night lighting model. With this came some changes regarding some doodad and destructible models.
-With the change from ambient+mock HDR to directional lighting, I overhauled my previously made gradual fog system and implemented it into the weather system, as well as the day/night system. Fog will now gradually change in volume and color depending on the weather and time of day.
-Randomized the weather cycle influenced by different probabilities for weather configurations.
-Fixed bugs causing thunder & lightning sound effects to play more times than intended (and to more units than intended).
-Fine tuned lightning strike effects and added a mild omnilight, still tampering with it.
-Fresh water puddles spawned during rainy weather can no longer spawn in the river. lol
-Further optimized some parts of the Unholy spawning system as well as the system that destroys them at sunrise.
-Overhauled all Warlock abilities (Hell Lightning & Translocate combo, plus the Demon Portal) making them completely MUI and much more responsive regarding when and why the AI chooses to cast them.
-Changed model of the Warlock enemy. The previous model seemed to cause clipping issues and other more bizarre effects.
-Replaced/adjusted all 3 Survivor models.
-Designed a combat ability for the Skeleton Brute enemy, making it more threatening at melee range.
-Designed a feature that allows players to adjust their rendering distance.
-Redesigned many subclass abilities.
-Overall unit & ability balancing.
-Added omnilights to fires and furnaces.
-Re-textured grass models and designed additional "flowery grass" textures.
-Added cloud models and implemented a system that changes their coloring depending on the weather.
-Expanded Comfort mechanic to include more fluctuation in level depending on hunger and thirst.
-Comfort levels now have more impact regarding HP regeneration and deterioration.
-Designed an Affliction system with two afflictions (Fungal Disease & Frostbite) and more to come. This will add more feeling to overcoming a harsh environment. Survivors are more likely to succumb to afflictions when they have a poor comfort level in combination with their actions, location and the current weather.
-Added Fireflies that sometimes spawn in the forest areas during night time.
-Designed a backpack system to replace the storage transfer system that expands the total usable inventory slots to 12. This helps players to not only carry additional items but protect certain items they own (to an extent). As it stands, armor and weapons do not drop upon death, but ALL consumable and material items do (IF they are in your Survivor inventory). To the contrary; for items that players store in their backpacks, a random item slot will be picked upon death and the picked item will be dropped on the ground, regardless of the item type.
-Designed a dialog menu system that allows players to open/close their backpacks, adjust camera and graphical settings, view helpful information & tips, and more, without entering chat commands. The menu is toggled by the ESC key.
-Completely overhauled the Native AI and building system. Designed and implemented an individual unit growth system that allows individual Native units to increase their strength by training on training dummies and slaying enemy units throughout the course of their lifespan. Natives will behave largely different during nighttime events as opposed to daytime behavior.
-Optimized most item-character related systems and much more.
-Made Adjustments to Weather.slk to fine tune particle systems. Previously, the wind weather would block out most view of the skybox, heavy rain and heavy snow are much.. heavier.. now, etc.
-After making further adjustments with the mock HDR lighting, I was lead to pursue custom day/night models (thanks Wark) instead. Thus, I have disabled all mock HDR lighting filters and implemented a customized day/night lighting model. With this came some changes regarding some doodad and destructible models.
-With the change from ambient+mock HDR to directional lighting, I overhauled my previously made gradual fog system and implemented it into the weather system, as well as the day/night system. Fog will now gradually change in volume and color depending on the weather and time of day.
-Randomized the weather cycle influenced by different probabilities for weather configurations.
-Fixed bugs causing thunder & lightning sound effects to play more times than intended (and to more units than intended).
-Fine tuned lightning strike effects and added a mild omnilight, still tampering with it.
-Fresh water puddles spawned during rainy weather can no longer spawn in the river. lol
-Further optimized some parts of the Unholy spawning system as well as the system that destroys them at sunrise.
-Overhauled all Warlock abilities (Hell Lightning & Translocate combo, plus the Demon Portal) making them completely MUI and much more responsive regarding when and why the AI chooses to cast them.
-Changed model of the Warlock enemy. The previous model seemed to cause clipping issues and other more bizarre effects.
-Replaced/adjusted all 3 Survivor models.
-Designed a combat ability for the Skeleton Brute enemy, making it more threatening at melee range.
-Designed a feature that allows players to adjust their rendering distance.
-Redesigned many subclass abilities.
-Overall unit & ability balancing.
-Added omnilights to fires and furnaces.
-Re-textured grass models and designed additional "flowery grass" textures.
-Added cloud models and implemented a system that changes their coloring depending on the weather.
-Expanded Comfort mechanic to include more fluctuation in level depending on hunger and thirst.
-Comfort levels now have more impact regarding HP regeneration and deterioration.
-Designed an Affliction system with two afflictions (Fungal Disease & Frostbite) and more to come. This will add more feeling to overcoming a harsh environment. Survivors are more likely to succumb to afflictions when they have a poor comfort level in combination with their actions, location and the current weather.
-Added Fireflies that sometimes spawn in the forest areas during night time.
-Designed a backpack system to replace the storage transfer system that expands the total usable inventory slots to 12. This helps players to not only carry additional items but protect certain items they own (to an extent). As it stands, armor and weapons do not drop upon death, but ALL consumable and material items do (IF they are in your Survivor inventory). To the contrary; for items that players store in their backpacks, a random item slot will be picked upon death and the picked item will be dropped on the ground, regardless of the item type.
-Designed a dialog menu system that allows players to open/close their backpacks, adjust camera and graphical settings, view helpful information & tips, and more, without entering chat commands. The menu is toggled by the ESC key.
-Completely overhauled the Native AI and building system. Designed and implemented an individual unit growth system that allows individual Native units to increase their strength by training on training dummies and slaying enemy units throughout the course of their lifespan. Natives will behave largely different during nighttime events as opposed to daytime behavior.
-Optimized most item-character related systems and much more.
--------CREDITS--------
All credits for resources used (or anything else that may warrant crediting) will be listed here before a Beta release. As development continues, resources will certainly be added, removed, and/or replaced along the way, thus making it a bit senseless to list at this time. If you have identified a resource of yours in any of this material, and wish to be credited right away, please directly message my inbox and I will amend the list after seeing your request.
Additional Thoughts:
Thank you for reading. If you have any ideas, criticism, comments, or anything you'd like to say or discuss, I'd like to see your comments!
This project has been a learning experience for me, I do not have strict expectations for it, the purpose of this thread is to share, track development, and discuss. Although I do hope players will find entertainment with this map down the line, my main goal is essentially what's stated above.
There is not a map file attached to this thread at this time. However, as stated, there will be a Beta version posted in the future but only when it's ready for that. With that said, I shall put together some screenshots and whatnot to offer a glimpse for those who find interest.
Email: [email protected]
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