Morgondag Posted November 10, 2014 Author Share Posted November 10, 2014 Hello!! From the beginning we had a different thought with RymdResa (we're talking early, early in the progress). We just wanted to make an experience where the player was flying around and reading short poems, floating in space. But RymdResa has become much more than that, and isn't just a text-based game anymore. And we also skipped our very first feature: floating poems. Instead the diary pods were written. But we have always wanted to add some floating poems as well, and have now done so, and they're really adding to the atmosphere! As a tribute to our very first RymdResa design thoughts. More things we've implemented ★ 20 New diary pods to investigate. ★ New exploration quests.★ Treasure boxes, where the player can find items. ★ Some rare new zones.★ New dangerous laserbots.★ A pause function. Pause the game when playing!★ A comparison system between items in inventory. It's now more easy to compare your items!★ More player feedback: the inventory - button is blinking when the player has collect a new item. As do the skills - button when the player has new skills to upgrade! Player feedback is important! New laserbots: Treasure box: Lastly we're calling out for beta-testers, we need some people who can test the game with a grammar and spelling perspective, helping us to locate those mistakes in game! Are you interested? Send a mail to [email protected] Quote Link to comment Share on other sites More sharing options...
5minutes2start Posted November 11, 2014 Share Posted November 11, 2014 love the graphic style!I have sent you beta-tester request Morgondag 1 Quote Link to comment Share on other sites More sharing options...
Morgondag Posted November 17, 2014 Author Share Posted November 17, 2014 The work with RymdResa continues! This week we've fixed a lot of small bugs and overall balancing issues, it is something we will continue to work with. We have had a DDoS attack on our in-game message system, measured up to 4.5 GB/s of data traffic flooding one of our servers. Because of the servers being down we have been able to track a couple of game crashing bugs. It is always good when this kind of things happen, so that one better can secure the game from future crashes! More things we've done this week:★ Gotten more awesome beta-testers on-board, testing RymdResa on Steam!★ Implemented new diary logs, short floating texts and exploration quests. ★ We have fixed a bug with the pause-button, there is still a small issue here we need to sort out.★ Increased space zones size by 100%.★ Fixed the back-button trigger, click-offset was wrong. ★ Treasure box improvements and rewards.★ Display what item is new in inventory.★ Added a chance for exploration to succeed, without a quest.★ Increased the resources losses and findings, on explorations without quests.★ Fixed a bug in chapter 3, where junk was invisible.★ Now the ship is always on top of entities in space, instead of sometimes going behind them.★ Increased fussy spawn positions for new objects in space, we are trying to reduce the clustering of objects, we still need more work on this.★ Revamped our item generation system, most of the bugs fixed and performance increased.★ Better item finding the longer you travel.★ Added support for better items in dangerous zones.★ Better memory management when loading game, this will ironically increase load time slightly. And we have also made some super secret progress on bosses and missions in chapter 3! We hope that we soon can share that with you! MorgondagVendela & Kim Quote Link to comment Share on other sites More sharing options...
jefframos Posted November 17, 2014 Share Posted November 17, 2014 Hi,Very good project. What do you use for play on all devices? Thanks Quote Link to comment Share on other sites More sharing options...
Phempt Posted November 19, 2014 Share Posted November 19, 2014 Wow. nice! Lovely sounds/music and great artworks. Quote Link to comment Share on other sites More sharing options...
Morgondag Posted November 29, 2014 Author Share Posted November 29, 2014 Hi,Very good project. What do you use for play on all devices? ThanksWe use a number of different tools, like: node-webkit, ejecta, cocoonJS, nwf, impactJS and a lot of custom code Wow. nice! Lovely sounds/music and great artworks.<3 Quote Link to comment Share on other sites More sharing options...
Morgondag Posted November 29, 2014 Author Share Posted November 29, 2014 Hello!Here is the first pics of the three text-based and very challenging RymdResa bosses!!Hope you like them! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted December 8, 2014 Author Share Posted December 8, 2014 The main focus of week 49 has been the bosses in chapter 3, ofc. In order to battle a boss the playermust first find and enter a bossgate. Each boss has a linear story played out in stages, where the stake is the player's life. On every step a boss will ask the player a question. If the players chooses the wrong answer, they can lose their precious shields, and are then forced to take direct damage. The challenge lies in answering the questions correctly in order to have enough life left to reach the final step and win a key to the monoliths.We control the bosses from our design tool, where we design the different steps and outcomes. In our design tool we can easily rearrange, write, add sound, determinate outcome and effects. Regarding the diary pods; they're now in the hands of our voice actor Eric Reed, awaiting to be recorded. Chapter 3 - Bossgate! Chapter 3 - Mothership! Chapter 3 - Choose your destination! Btw, if you wanna help RymdResa win the Indie of the Year 2014: vote here! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted December 14, 2014 Author Share Posted December 14, 2014 A milestone has been reached! The RymdResa gameflow is still rough, but finished!This week we've created a lot. Just about a week left to christmas, and we wanted to fixas much as possible before that. The bosses are finished (Laser Entity, Gravity Entity andElectricity Entity.) Chapter 3 is finished. Much stuff remains; like bug-fixing, balancing,some more exploration-quests need to be written, proofreading, end-movies för Chapter 2and 3, some wonders-implementations. BUT we have a roughly working gameflow. Andyou can actually play Chapter 3! And we're getting soo close to a release!AND THAT'S AWESOME! What we've done:★ Finished a rough version of chapter 3, with a functional gameplay: -----> Added 3 bosses. -----> Reworked zones and spawn-rates. -----> Added Evil shooting travelers. -----> Added and animated the monolith gate. -----> Completed mission-checkpoints. ★ Fixed some crashing bugs for options, skills, news and message system.★ Added a hint on how to use small heal-station with energy key.★ Added support for notifying ui-buttons.★ Designed an encyclopedia-app for RymdResa. ★ Updated game icon for PC and Mac. /Morgondag Quote Link to comment Share on other sites More sharing options...
Morgondag Posted December 21, 2014 Author Share Posted December 21, 2014 As we told you the last week, we've the core game-play flow in place, but there's still much to be done.Below you can read about what we'll be doing the coming weeks after our Christmas break! Ironing out the UI even moreThe UI have been under iteration since start and we've gotten some great feedback on what areas thatneed clarification or improvement, that includes nasty bugs like inverted coordinates and un-clickablebuttons. Core BalancingWhat spawns when and where have been a big question to answer for us, and that is where the zonesystem comes in. Every zone you travel to has a procedurally generated pattern and a pool of thingsthat can spawn and it will be an ongoing work to tweak these. We'll also tweak rewards and risks forquests, items and the new endgame bosses. Bugs in generalWe still have some bugs we need to get rid of before a release; small things like spawning, for example;right now a mine can pop into existence right next to your ship without warning, and we don't want thatto happen when you play! Save-state for Mac sometimes removes the cache for the save-slot resulting in progress being lost.So we are moving to another type of game-saving and when this is done we should have export-and import-save-files available. FeaturesFeatures that still needs to be finalized are the big ending cinematic, Chapter 2 ending cinematic, a fewmissing sound effects, the space-shop, space wonders and some of the consumable items. We're also making an encyclopedia application available for iOS and the web, listing all the different thingsyou encounter in space, along with deeper statistical information (cause we are nerds). Happy Holiday!MorgondagVendela & Kim Quote Link to comment Share on other sites More sharing options...
Morgondag Posted February 15, 2015 Author Share Posted February 15, 2015 Long time, no see! We've been busy, working with RymdResa ofc, but also moved to another apartment.Still going strong! Right now we're almost finished with the new desktop UI. Before the holiday we told you that we wereabout to iron out the UI even more, do to the feedback we gotten from our QA-testers. But we decidedto give the UI a total makeover, making it even better for desktop-players. The mission hub has changedthe most, giving you as a player more input and feedback whilst playing. The main problem with our earlier UI was that it was designed for touch screen (iPad). The new UI ismore desktop friendly. The new and more desktop adapted UI. The new enhanced mission hub with side quests, achievements and main quests. You can toggle the UI, for a more minimalistic mode. BIG NEWS! We're releasing to Xbox One as well!! As we told you before, we'll not release on allplatforms at the same time. Right now we have this release-order: 1. PC/Mac. 2. Xbox One3. WiiU4. iPad 5. Linux6. Possible a mobile port Quote Link to comment Share on other sites More sharing options...
lillden Posted February 18, 2015 Share Posted February 18, 2015 I love this art style, looks very nice and atmospheric! Good job! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted February 23, 2015 Author Share Posted February 23, 2015 I love this art style, looks very nice and atmospheric! Good job!Glad to hear you like it!! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted February 28, 2015 Author Share Posted February 28, 2015 We have been working with the zones and balancing. We've, for example, created more contrastbetween the zones.We scraped the old ones and simply built new better ones. These zones havemore unique features than the previous zones had. Dangerous zone means better item-finding.The further you travel into space, the more unique zones you find. If you go up in level and focusin exploring you will also be able to discover more zones. Some zone-examples: Gemini Depth Open Space Eden Sagittarian Space Promised Utopia Lagoon Nebula Kursiv stil Galileons Threat Star Ocean Pink Bliss Quote Link to comment Share on other sites More sharing options...
Morgondag Posted March 15, 2015 Author Share Posted March 15, 2015 World generation and procedural patterns in RymdResa's universe is obviously an important partof the game. We're switching to a more stable randomization formula for the core part of the game.Welcome Mersenne Twister! There is a lot of math in space and we have a great foundation with a combination of differenttechniques that boils down to: Fisher–Yates ShuffleWe use this to shuffle quests, items properties, spawn rates, loot tables and it also takes care ofpopulating in zones. Mersenne TwisterThis is the core randomization formula used everywhere in RymdResa to create variation in space. Simplex NoiseWe use noise to calculate and distribute our zones in space. The zones take care of selecting whatproperties a part of space can have and spawn. This is combined with 2d Haversine Formula thatwe use to track positions in space and to calculate zone sizes and positions. We also have a lot of Gradient Generators , mostly used to generate colors and backgrounds.And of course we have a lot of logarithms for things like items finding, bonus calculations andpilot statistical points. Tweaking all this math is an ongoing process, making the game feel more alive,random and deadly. On the UI-front we have built a new ship selection screen, which you can see on the pictures below!We have also made the ships more different from each other and more specialised. For example wehave Gylfi Command - a tank ship that can take a lot of damage and contain a lot of resources, buthave a slower speed. We have Lokasenna, a really fast ship, but with bad acceleration. We'll tweakthese ships a bit more, but they're soon finished. Quote Link to comment Share on other sites More sharing options...
Morgondag Posted March 22, 2015 Author Share Posted March 22, 2015 We’ve polished the death screen and added support for score, rank and legacy bonus. The score iscalculated based on your actions in space. This score is then converted to experience points. Theexperience points goes into your overall player rank and towards legacy bonus. When you reach a legacy bonus level you gain a random buff, you can either choose to activate the buffwhen you play the next time, or save it for later. If you choose to save the legacy bonus you can continueto increase your rank to gain a higher bonus. Moreover we’ve made a new cooler Refuel Station. Quote Link to comment Share on other sites More sharing options...
Neoprofessor Posted March 22, 2015 Share Posted March 22, 2015 Looks really good and unique art! Good Luck with it. Quote Link to comment Share on other sites More sharing options...
Morgondag Posted March 29, 2015 Author Share Posted March 29, 2015 RymdResa's Chapter 3 Outro is in the making! The three chapters of RymdResa each end with asmall outro with some space-pixels-hd-animated art, twisting the loosely coupled story together. We're getting closer and closer to some kind of release state everyday. This week we've mainlyworked on videos, bugs and finishing the entire legacy system and its bonuses. There will be asmall icon in-game, displaying whenever you have an active legacy bonus. Feast your eyes on these teasers from the final outro. Quote Link to comment Share on other sites More sharing options...
Morgondag Posted March 29, 2015 Author Share Posted March 29, 2015 Looks really good and unique art! Good Luck with it.thank you!!!! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted April 14, 2015 Author Share Posted April 14, 2015 RymdResa is in closed beta on Steam right now. The release isgetting closer and closer! Do you wanna help out and bug-testRymdResa on Steam? Send a mail to [email protected]! Quote Link to comment Share on other sites More sharing options...
Morgondag Posted April 26, 2015 Author Share Posted April 26, 2015 Do you want to join the closed beta? Send a mail to [email protected] Have a look at our new alien ships below. You can now find them in chapter 3. Quote Link to comment Share on other sites More sharing options...
RT_RT13 Posted April 27, 2015 Share Posted April 27, 2015 Looks good Quote Link to comment Share on other sites More sharing options...
Morgondag Posted April 30, 2015 Author Share Posted April 30, 2015 Looks goodThanks Quote Link to comment Share on other sites More sharing options...
Morgondag Posted April 30, 2015 Author Share Posted April 30, 2015 RymdResa - Features The key elements of RymdResa. Quote Link to comment Share on other sites More sharing options...
marcgfx Posted May 2, 2015 Share Posted May 2, 2015 so much to read, I didn't manage everything yet ... very interesting to see the exploration approach on a space themed game. most exploration games seem to chose dungeons or mining currently. nice to hear about the various techniques you are using to create your procedural world. is this world consistent, or does it get recreated on the fly/for every playthrough? I was also wondering how long an average game of Rymd Resa is, do you have save-games? something else that caught my eye was the platforms you are targeting. how hard is it to translate your current game to work for WiiU/Xbox/iPad? Is it just about adding gamepad/touch support, or is additional work required? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.