Game Discussion Planet Nomads

Discussion in 'Gaming Section' started by Max Bacon, Aug 22, 2016.

  1. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    0.7 Awakening – The Biggest Update Yet

    Hello Nomads,

    by now you are already playing the new update and discovering how dangerous the animals can get, discovering crash sites and deserted settlements, and enjoying the hole-less terrain while driving. Awakening is the biggest update yet. Here’s what’s new.

    [​IMG]

    20% SALE


    The Awakening update has been well received and so to turn some more heads, Planet Nomads will be going on sale today. We’re doing 20% OFF to let everyone who wishlisted the game on Steam know that the time is nigh to check the development progress once again. The sale goes off at 10 AM American West Coast time and 7 pm Central European and will be on for over a week. The 20% sale is already on GOG.

    Check the new 0.7 video on Steam too.

    [​IMG]



    The Next Steps


    Wondering what gets added next? When will the next big update be? We’ll sit down on it next week and discuss our possibilities. Until then, enjoy the new update and discuss what you like and what not.

    Happy Nomading!

    Continue reading...
     
  2. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Next Steps Post 0.7

    Hello Nomads,

    Thursday has arrived and based on the chatter on Discord and the forums, you keenly await which features we’re going to add next. We’ve been going through post-0.7 discussions and truth be told we’re still wrapping our heads around the feedback.

    Going in the Right Direction


    One of the most intensely pulsing theme in our heads right now is the sentiment that Planet Nomads is heading in the wrong direction of an action-packed adrenaline-rush spectacle. While it’s true the animals now pack a punch and are more curious to say the least…

    [​IMG]

    By PirosCZ

    … we can confirm we’re still taking into account the complete trinity of building, survival and exploration. Even though the animals and deadly flora significantly shaked the game dynamics and the whole 0.7 update was heavily survival-oriented, our core vision for Planet Nomads is still a “space-castaway simulator”.

    [​IMG]
    By Stormfire962

    So it’s not through fighting that you thrive as a Nomad. That’s why the rifle was on the lower damage side. That’s why building complex systems to solve a problem is still our main focus.

    The Challenge of Fitting Everyone’s Play-Style


    In order to immerse players in the exploration and survivor vibe we are introducing new encounters to the planets, such as the crash-sites, and also making it more dangerous. We thought this would be generally beneficial to everyone.

    [​IMG]

    By Alfa

    It is not so. Some people want more challenge, while others are very happy with peaceful exploration. Given the procedural nature of Planet Nomads, we have very little impact on people’s games later on and can’t make sure everyone’s experience is as we intended – because every one’s experience is unique and only depends on the place they go and things they do.

    [​IMG]

    By Jox

    The Next Steps Then


    As was mentioned originally, we’re still figuring out what’s the best course of action now. It is obvious customization is the way to go to ensure everyone gets plenty of what they want, and we’ll certainly explore every aspect of the game that can be put into your hands without compromising the game mechanics.

    Next step in our discussions is about whether to focus primarily on adding new mechanics, like flying, interplanetary travel, or doubling down on existing ones and bring them to their intended states – complex tech tree that unlocks as you discover the necessary technology, crash-sites with more to find in them, and so on.

    [​IMG]
    By Capt_Koron

    Whether we decide to go one way or another, it doesn’t mean we won’t add new features or we won’t improve the existing mechanics – it’s about striking the right balance between the two.

    Once our talks come to an end we’ll let you know the results.

    0.7.1 Fixes


    The 0.7 Awakening update was a cumulation of several weeks of work and introduced a lot of new content – together with new bugs and imbalances. Today’s update fixes those, especially the crash-sites not generating in the worlds of Nomads who converted their saves – we are very much sorry for overlooking this.

    Take care, Nomads!
    -Craneballs

    Continue reading...
     
  3. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Roadmap to November

    Hello Nomads,

    We took our time, didn’t we? The decision-making to devise a new road-map took significantly longer than we had anticipated. Work on 7.1 update last week, feedback to the changes made in 0.7 and careful weighing of all outcomes were among the main reasons that caused the delay.

    There’s going to be a lot of text and very little art so bear with us. We’re only about to create all of the following features, and show it to you as they come to life.

    Why is it so important to hit the mix of upcoming features right


    Planet Nomads has been out for only three months and its glorious community has grown with new blood. Passionate and boiling, eager to see what comes next. We enjoy interacting with you, Nomads, very much. And we’ve heard what you were saying. At the same time, we need more people to start exploring PLanet Nomads and find the magic that got you hooked in the first place. How to best keep our veteran Nomads who’ve been to places and know things excited? And how to excite people who enter the world for the first time?

    We need both – a vibrant community so that we can feel feel the impact of the changes we make and new players to keep Planet Nomads going forward. It felt like two different worlds, but then we realized that all Nomads share the same planet. Making it more interesting for everyone is the right thing to do. How do we achieve that?

    After thinking about it for a (long) while we realized that you, Nomads, actually want the same things as anyone else – to have more to do and more to discover. The only difference that we were constantly struggling with was finding the right balance in survival. And then it dawned on us that we can we can never achieve this with one setting for all.

    Customize Your Planet and Game


    We’ve had planet customization in mind since we developed Sandy, the procedural planet creator engine. It was so simple to change everything that we knew we wanted to give this power to you.

    Now we know we can put even more power to you and let you customize difficulty as well. Here’s a list of things that you’ll be able to change:

    • Planet size (up to 64 km in diameter)
    • Water height and therefore the amount of water bodies
    • Mountainousness – probably not a word, but you get the idea
    • Day and night length
    • Frequency of rain and snow
    • Aggression of animals
    • Density of animal nests on the planet
    • Attribute degeneration speed
    • Damage tresholds for various effects
    Sensible Tech Tree


    People often don’t want to accept our interim solution of having to build blocks to open other blocks, because it makes no sense. They are right. The placeholder solution will be replaced by a more sensible one. And also more demanding one. New building blocks will unlock as you find their technical specifications on the planet – in the wrecks we introduced in 0.7.

    Rework of Electricity


    It is time for solar panels, batteries with proper behavior and generator-fuel consumption based on its load and output. And switch boards.

    Bigger, More Powerful Wheels and Suspensions


    This has also been long time planned. For new vehicle designs and for mobile bases behemoths.

    Central Control of Active Blocks on a Single Grid


    We know right? This will make so much easier and cooler. Being able to set your vehicle settings from the safety of your cockpit? And your base from a terminal. This should be good.

    Update to Unity 2017 and a Third Big Round of Optimization


    It’s been long time coming and though it takes a lot of time to update Planet Nomads to a newer version of Unity, as we have heavily customized the engine, it will be worth it. There are new camera effects, SLI mode there’s the possibility of better performance with the use of Vulcan renderer and most of all a more powerful tools to diagnose which parts of the game are eating how much of the CPU and GPU performance, enabling us to do another in-depth round of optimization to get those FPS back up there.

    Hovercrafts and Water Floaters (Buoyancy Mecanics)*


    This one comes with an *, meaning it might and might not happen, because we’re not sure if Pavel can create these in time. Electricity changes, bigger wheel and suspension are his priority now and completely changing the way the energy distribution and feed system works is no small task.

    Introduction, Quests & Achievements


    Going through the negative reviews for Planet Nomads which have very little time played, we feel we need to make the onboarding process a bit simpler, sexier and most of all better explain all the many game mechanics without resorting to a boring tutorial – mainly through making the game communicate with you the moment something happens (instead of getting bad conditions from staying in a slightly toxic rain – because while realistic, how many of you have thought “Aha! It must be from the rain.” ?

    Quests and Achievements will better illustrate what’s possible in the game, and how to better survive in the world and better enjoy your stay. Which brings us to…

    Monuments


    Ah, those mysterious monuments… what are these all about? You’ll see, Nomads, you’ll see.

    Planet Nomads Is Not Going to Be a Multiplayer Sandbox Game


    It’s about time we stopped contemplating and constantly discussing whether or not to start adding multiplayer. A decision had to be made and has been made. Planet Nomads is not going to have multiplayer or CO-OP game modes. Our focus is going to be 100% dedicated to making an immersive singleplayer sandbox game that’s both giving a huge amount of creative freedom and plenty of things to explore and discover, as well as a sense of direction towards a higher goal.

    0.7.2 Out Now


    At the same time, we’re happy to have a very nice update ready for you today, introducing a symmetrical cockpit and torque settings to the wheels among other things.

    We’ll update Trello tomorrow so that you can watch the progress of the above mentioned features.

    Continue reading...
     
  4. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    0.7 Awakening – The Biggest Update Since Launch

    Varied animals that surprise you, greatly improved terrain generation performance, deadly flora added, and crash-sites to uncover are but a few improvements to Planet Nomads. Check them all out.

    Continue reading...
     
  5. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    ROADMAP TO NOVEMBER

    Advanced planetary settings for complete customization, proper batteries and generators and energy consumption, bigger wheels, quests and monuments and possibly hovercrafts.

    Continue reading...
     
  6. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    About the New Energy System, Switchboards and Mobile-Base Wheel

    Hello Nomads,

    We’re working on the roadmap features, announced two weeks ago. Since most of them are major under-the-hood changes and improvements we started working on the underlying mechanics, rather than the visual representations of these new features. For that reason, today’s blog post is going to be a bit more technical – it concerns the reworked energy and energy distribution system.

    Generators


    The most important change is that generators finally no longer consume fuel at a flat-rate. The fuel consumption is now fully based on the energy consumption of the devices connected to the generator. In other words, generators and batteries powering wheels will no longer drain fuel while the wheels are standing still.

    Batteries


    Furthermore batteries will act like proper accumulators. When part of an energy network in which there’s more consumption than the total power generated, batteries act like generators. When there are generators (or solar panels) with enough power output, batteries accumulate and store energy from the network. Another change is that batteries will no longer be refueled by the small batteries from player’s inventory.

    Switchboards


    To let you create whole systems and power networks, with back-up circuits, emergency generators and so on, we will be adding switchboards – a power boards that combine all devices into a single nod in the network, that can be connected and powered on/off with a single switch.

    Pavel has also fixed the bug that was present in the old system, where a single device connected to multiple generators caused unfounded power losses in the circuit. Circuits in this new system work exactly as they should.

    Let’s go through some of the scenarios in Pavel’s energy system prototype.

    Generator Load

    When the load is too high, the whole system shuts down.

    [​IMG]

    You can add one more to get it back online.

    [​IMG]

    Or connect four generators total to evenly distribute the load.

    [​IMG]

    Imagine you arrive in your base with your battery powered rover and the batteries need recharging.

    [​IMG]

    You just connect two switches, or a generator to the rover main switch and that’s it. The batteries start recharging.

    [​IMG]

    Once finished, batteries will switch to a stand-by mode and longer drain or provide energy to the circuit.

    [​IMG]

    Solar Panels


    Solar panels will be acting as generators too, with dynamic energy production depending on the weather conditions. If no major problems arise, they should make it to the big November update.

    The idea is to make the use batteries easier and utilize them on smaller vehicles paired with solar panels. Generators should only be used on much bigger vehicles, because they will be very heavy – imagine mobile bases, big cargo trucks and planetary crawlers.

    Which brings us to the big wheel…

    The Wheel That Mobile Base Builders Needed


    [​IMG]

    As you can see it comes paired with hi-power suspensions that can carry a lot more weight and the wheel will have a lot more power than its smaller counterparts. We did some preliminary settings, but exactly how much more (less) power is needed will depend on your feedback.

    [​IMG]

    What else is there to cover? The central grid control. Coming up next.

    For now, enjoy the 7.4 update and the new construction options.

    Continue reading...
     
  7. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    A Quick Physics Fix Patch Today, Hovercrafts Coming Up Next

    Hello Nomads,

    We’re having a national holiday today, but we’ve been able to push a quick fix and an update is coming out today as usual. This update fixes the recently introduced troubles with suspensions, which is an area we want to keep improving and not making worse. In fact, we have improved the physics a bit too with this one. Just need your input and stress tests to confirm. We’ve also realized the very important tutorial part on Buildvision and how to set wheels so that your vehicles are operating was gone missing from the game. This didn’t help new players very much in creating their first rides. In other words, the steering arrow usually goes in front of the steering wheel, not on top of it.

    Hovercrafts


    In one of those rare occasions in game development, implementing a new feature has taken less time than we had expected. Or was it because Thomas has magic hands? In any case, the important thing is the prototype is working!

    [​IMG]

    There isn’t much left to do on our side, besides adding particle effects. Then it’s up to you to stress test these in real-life conditions. You’ll have the chance next week.

    The hover-pads are gimbal jointed and as you can see from the GIF above, pressing the directional keys turns them into the required directions. In other words, the control scheme is similar to wheels. Setting everything up in Buildvision is granted. The new hover-pad blocks hover at around 1-4 meters (can be set to three modes, actual distance subject to change). They also have two modes of operation, one that leaves the pads (and your vehicle) hovering when you leave it – which is especially useful on water, and one that turns it off when you leave the cockpit – which is also useful on water. Because once the hover-pads are submerged, they work with extra power. That’s right, according to the laws of physics, these hover-pads punch an extra kick in water. We know a few Nomads that will put this mechanic to a good use.

    Buoyancy Block


    Since the hover-pads and hover mechanics are ready, Thomas will proceed onto buoyancy mechanics. Together with Pavel, they are figuring whether to create specific floating platforms or whether to design small blocks to add onto existing ones to provide them with floating properties. ‘Why not have both?’ you may add. And yes, we haven’t thrown away that solution either.

    Updating the Whole Planet Nomads Project to Unity 2017


    The work is moving forward. Kubat has re-calibrated the camera-effects and signed them OK. Martin Š. has reworked some of our custom shaders to work there as well, and now the guys are figuring out the MAC build and recompiling the DLLs and database parts to work on OSX under the 2017 version. Afterwards, we’ll be able to do performance optimizations as planned for the November update.

    The work on advanced planetary settings and reworked electricity with central control continues. The phase of working on a new tech tree and on adding alien monuments to the game coming soon.

    Take care, Nomads.

    Continue reading...
     
  8. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Update to Unity 2017 Not Happening, Rollback Imminent

    Hello Nomads,

    Unlike other Thursdays, there’s no update today. The reason for this is that we have been migrating the Planet Nomads project to Unity 2017 in the past two weeks. After a couple days of work, we have successfully rewritten the shaders, put various graphic presets in order, reformatted GUI to display correctly, changed a few APIs here and there and got the project running in Unity 2017.1. Only to find out the performance is 10 FPS lower on average.

    [​IMG]

    OK, no need to panic quite yet. With the many custom optimizations and changes in the PN project, there must one feature which was slowing it all down. It was just a matter of putting on the detective hat and digging deep to find it.

    The new profiler from Unity 2017 was the main feature why we decided to update. It was supposed to show exactly where performance bottlenecks where, whether it was the physics calculations, database operations, synchronization, voxel calculations, etc. The problem is – the profiler only shows the trouble is in a high CPU load on rendering, with no details given. Rendering is the visual projection of the game on the screen, in other words a very broad term that incorporates… well everything visual.

    So we went through trying various rendering APIs DirectX 9, 11 and 12 and Vulkan… to no avail.

    We tried different work with the database locking with SQLite, different camera settings, turning full-screen camera effects off one by one, different shaders (minor improvements here), but not what we needed.

    Progress was made by switching from Dynamic Batching to Static Batching.

    [​IMG]

    But it didn’t help as much on other machines in the office, and was still a downer compared to the original performance.

    We continued with GPU instancing, occlusion culling and similar performance helpers (or killers)… we tried different versions of Unity 2017.1, .2 & .3 but it only got worse. The results are a bit better than with 5.5 previously, but still not an improvement over the current version of Unity Planet Nomads uses. This is what we got in the end:

    [​IMG]

    As you can see, the difference is lower FPS rates, and very little to gain from switching to 2017 now. We’re staying with 5.4 for now. The good news is the project runs there, so once the performance of the updated Unity improves, we can switch to it.

    WHAT’S NEXT


    Rest assured this is not the end of the world. There were two features we were looking forward to with Unity 2017. The first one was the possibility of improving performance due to a more detailed profiler [LINK] and using Vulcan instead of DirectX. The results were the exact opposite so no loss here.

    The second feature we were looking forward to was fixing the OBS fullscreen recording, but Escape from Tarkov is also using Unity 5.4 and streamers managed to fix that by running it in admin mode.

    Not that big of a deal really, although both our Martins are a bit itchy and mildly irritated by the prospect of spending a few more days to redo the work they had already done. The good news is that the rest of the team is working on the features leading to the November update. So thatnext week, we’re going to have buoyancy blocks. For building a base in the middle of the ocean. Or water crossings. Or something else entirely… like a floating hover-powered oil rig. The fix for the hovercrafts falling flat when built on existing structure that you so rigorously reported will be part of that update too.

    Thanks for reading, Nomads. Update next Thursday.

    Continue reading...
     
  9. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Release Schedule Until 0.8 with a Surprise

    Hello Nomads,

    It’s about time you got a chance to mark some important Nomad dates to your calendars. You know what’s coming (although we have one extra surprise) and today we’re about to tell you when it’s coming.

    The first and most important date concerns the 0.8 major update. This update, internally called Monumental Travels, will go live on 23rd November. That’s just three weeks from now, Nomads. There will be two more updates before it (three if you count today’s as well). Let’s take a look.

    9th November – Planetary and Difficulty settings


    Play the game the way you want. You will be able to customize all the important game aspects, including day & night cycle and night length.

    [​IMG]

    Survival will be different too – more reactive, more responsive. For example when you get affected by bad weather or unfavorable temperatures, or any other effect, you will know so immediately.

    Oh, and we’ll fix the hover-pads to work without cockpit in hover mode again – sorry for that, not intended.

    16th November – Central Control


    This one will make your lives easier. No more individual battery turning off and wheel setting and having to jump all over the place. There’s just this one place now. Introducing the terminal.

    [​IMG]

    23rd November – Monumental Travels


    This is the major 8.0 update we’ve been teasing since… well soon after releasing 0.7 in summer. Expect to start finding monuments on your planets. explore and discover their meaning, their origins and what they can do for you. New story lines emerge with this update.

    [​IMG]

    Electricity 2.0 is coming as well, with switchboards and rechargeable batteries and real fuel consumption rate of generators – a rate that’s based on the actual network power demands.

    The 0.8 Surprise


    While working on the hoverpads, we’ve spent couple of weeks prototyping things out, figuring out controls, and it all turned out quite wonderful. Then we realized we could take everything we learned, and even a major portion of the code itself, and use it for something different.

    Something that wouldn’t need the ground beneath it to get propelled. Something that could fly through the clouds. The only missing part was some sort of gyroscopic stabilization, because without it, the flyers were uncontrollable monsters. Eventually, Tomas has created a system that, when no control input is given, automatically aligns all the propellers to point upwards and provide just enough thrust to keep the flyer hovering midair.

    What kind of technology these propellers use and how they look, we’ll show you soon. For now, we hope that these features will have been worth the wait when the 0.8 hits on 23rd November.

    Take care, Nomads!

    Continue reading...
     
  10. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Up to The Skies – 0.8 Monumental Travels Has Arrived

    Hello Nomads,

    The three months long wait is over. Today, Planet Nomads, the sci-fi sandbox game where survival and building go hand in hand on vast and dangerous procedurally generated planets, is getting its second major update. You get to fly, you get to use rechargeable batteries, you will find alien monuments.

    We hope this update will make you happy, which will make us happy in return. This should be a win-win situation!

    Here’s what to expect inside Planet Nomads with the 0.8 update.




    [​IMG]

    We’re making another significant step today, Nomads, but the journey is far from over. We’ll let you know the next steps as soon as we recover from the crunching period and collect your thoughts on the latest state of Planet Nomads.

    Take care!

    -Craneballs

    Continue reading...
     
  11. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    0.8 Monumental Travels – Control the Skies

    Fly around, discover monuments, enjoy Electricity 2.0 with rechargeable batteries and utilize switchboards. Use hovercrafts, customize your planet and difficulty, map your journeys with a planetary map and more.

    Continue reading...
     
  12. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    20%
    BCash: ß 500
    Feedback from 0.8 and the Next Steps

    Hello Nomads,

    the 0.8 has been out for a week and the 30% sale ended on Tuesday. So what’s happened during the last week? Well, the results are similar to the summer sale… with one spectacular difference – unlike in August, the ratings did not drop significantly. In fact, Planet Nomads overall rating has increased from 68% to 69% and the recent rating is sitting at 77%, with the ratio for the sale week being 71% positive reviews. Which is great because sales usually attract very critical players (as we’ve seen in summer).

    In other words, it looks like we have finally stabilized Planet Nomads as a worthy Early Access title and cured much of its baby hiccups. Now it can continue to grow further. What’s next then?

    After going through your feedback, it seems we’ve managed to implement the new 0.8 features quite well, with the most pressing bug fixes coming in today’s 8.1 update.

    Now, we still have a couple of meetings to go and don’t have a complete roadmap for the next big version (0.9), but here’s what we already know.

    Jetpack Hovering Mode


    What else to say, it will make your building time a lot easier. The idea is to have a hovering mode toggle, which will keep you fixed in a height of your choice. The jetpack fuel consumption will be a lot lower compared to the classic mode (exact time subject to change based on your feedback, as always). The really good news is that jetpack hovering is coming this year already…. in fact it’s going to arrive next week already. Two weeks tops.

    Solar Panels


    Another thing that’s also coming this year are solar panels. In fact, they will be part of the final 2017 update before Christmas holidays.

    [​IMG]

    Our idea for the panels is to use them in connection with batteries and to have self-sufficient and self-operating remote bases. There’s a lot more utility to them of course, we sure you’ll find good use for the panels.

    Life Improving Things


    What else is on our sight – bigger batteries, more powerful and efficient generators that use deuterium and xaenite, and even a compact version of the deuterium one for better mobility power sources. There are longer conveyors coming for more optimized piping systems and faster building, bigger hover pads and bigger airblades. We’re adding more weapon variety too.

    More details coming before Christmas.

    Today’s Update:

    • Fixed automatic door opening and decreased energy consumption
    • Added thumbnails for saved games
    • Monument achievements
    • Enlarged the active area of radial menu
    • Close radial menu by pressing the “C” key again
    • Dismiss inventory window when far away from a block
    • Multiple bug fixes and optimizations

    Continue reading...
     
Loading...

Share This Page

Loading...