View the full article AND Video here!
https://therepopulation.com/news/update ... te-cleanup
We’d like to start off by wishing everyone a ghoulish Día de Muertos, All Hallows Eve, Samhain and Halloween! As October winds down it brings with it our monthly update. So let's jump right in.
Test Patch Update
The last two tests we did gave us some very valuable information. With the additional cleanup, we’ve progressed 30% further than our previous push attempt. This has given us valuable data to base the direction of Novembers testing. On saying that, documentation and cleanup will continue. We hope to have some more specific information for you in coming news updates!!
At the beginning of the month, we gave everyone a glimpse of the coming revamps for the area Plymouth Control Center. We’d like to touch on this region once more as we bring the month to a close.
Work within the region is winding down leaving us to focus on terrain and flora placement. PCC will now tower above the remnants of a dried river bed. Marshy terrain making up the landscape below.
During clean up many props were discovered in various locations around the zone. Some of which have now been removed from the area. Balance is an ongoing concern when planning for the world revamp. That being such we are interested to hear what you think is too little or too much when it comes to:
Skill Imprinting Stations
Since we haven't reached the patching stage we thought we'd mix things up a bit. Rather than a featurette we've prepared a video from a developers perspective. We thought you may find it interesting to see for yourselves a glimpse of the work that goes into creating an area. So please enjoy, and let us know if you'd like to see more content like this in the future.
News and Announcements from the Staff.
5 posts • Page 1 of 1
@Micheal : What kind of vibe is the future music of The Repopulation going to evoke? Do you plan on creating new tracks and/or adjusting the rotation of songs to match the atmosphere as the player moves from region to region? Will combat temporarily trigger a separate selection of more intense background music?
For the terminals I think it makes sense for them to be associated with certain buildings. So I should always be able to find a hacking terminal by the tech vendor, SI station at the medical center. The game is mostly OK at this already.
You can give a man fire and he will be warm for a day, but set him on fire and he will be warm for the rest of his life.
Thanks for the post.Societal wrote: ↑01 Nov, 2018 1:49 am@Micheal : What kind of vibe is the future music of The Repopulation going to evoke? Do you plan on creating new tracks and/or adjusting the rotation of songs to match the atmosphere as the player moves from region to region? Will combat temporarily trigger a separate selection of more intense background music?
We do plan on keeping some of the original music but I will be composing new music that adjusts to match the atmosphere and combat will trigger separate tracks As of right now some areas will have a sci-fi western feel.
I like the idea of having 1 set of stations in a central area, It serves as a natural grouping area for players to congregate, Going back to the cantinas or the medical centers of SWG, It helped the game feel more alive and lends itself to more cooperation and trading. You can even go so far as to create an incentive for people to use it like an increased %chance to gain a skill point.
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