Bossgate The main focus of week 49 has been the bosses in chapter 3, ofc. In order to battle a boss the player must 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 over here!
Chapter 3 is finished!! 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 fix as much as possible before that. The bosses are finished (Laser Entity, Gravity Entity and Electricity 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 2 and 3, some wonders-implementations. BUT we have a roughly working gameflow. And you 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
Happy Holiday From Space! 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 more The UI have been under iteration since start and we've gotten some great feedback on what areas that need clarification or improvement, that includes nasty bugs like inverted coordinates and un-clickable buttons. Core Balancing What spawns when and where have been a big question to answer for us, and that is where the zone system comes in. Every zone you travel to has a procedurally generated pattern and a pool of things that can spawn and it will be an ongoing work to tweak these. We'll also tweak rewards and risks for quests, items and the new endgame bosses. Bugs in general We 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 that to 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. Features Features that still needs to be finalized are the big ending cinematic, Chapter 2 ending cinematic, a few missing sound effects, the space-shop, space wonders and some of the consumable items. We are also making an encyclopedia application available for iOS and the web, listing all the different things you encounter in space, along with deeper statistical information (cause we are nerds). Happy Holiday! Morgondag Vendela & Kim
We are releasing RymdResa on Xbox One! 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 were about to iron out the UI even more, do to the feedback we gotten from our QA-testers. But we decided to give the UI a total makeover, making it even better for desktop-players. The mission hub has changed the 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 is more 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 all platforms at the same time. Right now we have this release-order: 1. PC/Mac. 2. Xbox One 3. WiiU 4. iPad 5. Linux 6. Possible a mobile port
Zones and balancing We have been working with the zones and balancing. We've, for example, created more contrast 'between the zones.We scraped the old ones and simply built new better ones. These zones have more 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 focus in 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
Welcome Mersenne Twister! World generation and procedural patterns in RymdResa's universe is obviously an important part of 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 different techniques that boils down to: Fisher–Yates Shuffle We use this to shuffle quests, items properties, spawn rates, loot tables and it also takes care of populating in zones. Mersenne Twister This is the core randomization formula used everywhere in RymdResa to create variation in space. Simplex Noise We use noise to calculate and distribute our zones in space. The zones take care of selecting what properties a part of space can have and spawn. This is combined with 2d Haversine Formula that we 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 and pilot 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 we have Gylfi Command - a tank ship that can take a lot of damage and contain a lot of resources, but have a slower speed. We have Lokasenna, a really fast ship, but with bad acceleration. We'll tweak these ships a bit more, but they're soon finished.
Death and Legacy! We’ve polished the death screen and added support for score, rank and legacy bonus. The score is calculated based on your actions in space. This score is then converted to experience points. The experience 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 buff when you play the next time, or save it for later. If you choose to save the legacy bonus you can continue to increase your rank to gain a higher bonus. Moreover we’ve made a new cooler Refuel Station.
Putting the pieces together! RymdResa's Chapter 3 Outro is in the making! The three chapters of RymdResa each end with a small 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 mainly worked on videos, bugs and finishing the entire legacy system and its bonuses. There will be a small icon in-game, displaying whenever you have an active legacy bonus. Feast your eyes on these teasers from the final outro.
I'm still totally in love with the visual design on RymdResa and have been since I first tried it. Unfortunately, the change to a new device has meant I've lost the beta version from a while back but I have great memories of it to go on instead. Loving the updates guys and the newsletter is always a good read to see how things are progressing.
Join the Beta!! Do you want to join the closed beta on Steam (for pc and mac)? Send a mail to [email protected] Have a look at our new alien ships below. You can now find them in chapter 3.
RymdResa - Features RymdResa - Features We made a new feature video showing some of the key elements in RymdResa. https://youtu.be/utGKXAIH8j4
Sort of, but we have decided to announce the release date a month before the release, and then we're talking about the pc version, iPad is a bit more distant
Is the beta still up? If so I'd like to join, I have an iPad Mini 2 and a PC with steam. Email is [email protected]