Game Discussion Planet Nomads

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

  1. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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

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  2. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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...
     
  3. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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.

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  4. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    ROADMAP TO NOVEMBER

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

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  5. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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.

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  6. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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...
     
  7. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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...
     
  8. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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!

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  9. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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

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  10. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    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.

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  11. BaconBot

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    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

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  12. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    Last Dispatch of 2017 & What’s Coming in 2018

    Hello Nomads,

    The final dispatch of 2017 is here at last. The 2017 made the most important year for Planet Nomads. In May the game was made publicly available for the first time. In August we released 0.7 with crash-sites, improved and optimized animals and terrain generation. Last month, in November, 0.8 came with monuments, reworked electricity and flying.

    During the whole time you stayed true Nomads and supported the game during the good times and the rough ones. It was only thanks to the combined might of you and of the PN team that we got this far. To positive ratings, with December well on its course to becoming the strongest month since Planet Nomads’ release in May. There’s more where this is coming from.

    What’s Next for Planet Nomads


    Now that Planet Nomads has survived and safely landed, it is time we focus on the basics once again. All the little things that have been bothering you, our dearest Nomads, for quite some time. We’ve decided to make the experience more friendly and comfortable for you.

    That includes but ain’t limited to accidental holes, automatic reconnection of snapped electric connections between switchboxes, terminal functionality for cockpits, controllable rotating plates (or pistons), having biomes show on the map, weight of buildings, lift capacity of wheels and airblades, water miner, altitude meter, cockpit GUI showing battery capacity… you know, goodies like these, but that’s not all of it. There’s going to be new modes of transport too, such as these industry-class airblades.

    [​IMG]

    Blueprints and Workshop


    We know that building truly extensive and epic builds us not easy and not for everyone. On the other hand, Nomads such as Johndai, BCP Labs, Got to be Real or Old-gamer will surely be happy to share some of their creations with others. We are working towards that. We’re working for you to be able to spawn blueprints of your creations right inside the game. In a similar fashion, if possible, we will also like to enable you to build repeating parts of your builds with ease. And finally share these via Steam Workshop.

    Christmas Gifts Inside New Games


    If you were ever thinking of starting a new game in Survival, now would be a good time. Some extraterrestrial being has sprinkled Christmas presents all over the planet. They include rare materials, and some of them, even the best equipment that will come handy on your journey.

    A sage once said that happiness is only real when shared. For that reason we’re running a contest for the chance of winning a physical box. You know the box from ‘what’s in the box’ episode of Nomadic Journals. All you have to do, is shoot a video of you finding and unboxing the presents in Planet Nomads. Then share it in this forum thread. You have until the end of the year to join. In January, we will select one of you and send the box your way. Good luck!

    40% OFF Christmas Gift


    One more piece. It is the time of the year with sales all around and we want Planet Nomads to be part of the fray. Planet Nomads will be 40% OFF both on Steam and GOG during the Christmas holidays. It’s the highest sale to date and will hardly get this high anytime soon. If you are reading this, you probably already own your copy of Planet Nomads. But maybe there’s someone who will enjoy the game the same as you? In any case, just wanted to put it out here. Starting today on Steam and tomorrow on GOG.



    And that’s really it! We’re going to take a break now to recharge our energy and go at it at full-speed again next year.

    Happy holidays, Merry Christmas, Happy New Year… and happy Nomading!

    See you all soon, Nomads.
    -Craneballs

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  13. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

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    Roadmap for 2018

    Hello Nomads,

    If you are regular guests on our forum, you’ve probably noticed the Planet Nomads in 2018 thread, where we have declared change in the way how we want to develop Planet Nomads. In recent months our goal was to create as many blocks and features as possible every week. Today we know that this is not an ideal approach.

    When we were confronted with reactions of many new players who bought game during Christmas season, we realized that the core of our game is far from perfect. As Antoine de Saint Exupéry said once: It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to remove. We do not want to remove anything but we decided to focus more on things that we already have in the game than on adding new. Our main goal is to make better player experience.

    This does not mean that we will not create new blocks and functionalities. There will just be less of additions than you are used to and we will more think about how could they improve player’s experience than how many things we could make.

    So what’s our main goals for 2018?

    Onboarding


    We have noticed that the game is very hard to get understand for new players. There is a lot of game mechanics that we need to explain to newcomers and current tutorial system is not well structured and the procedurally generated environment is full of random distractions.

    So we decided that we need to rework the first minutes of game experience. We want to teach new players all the things from easier to the harder ones and do it in more controlled environment without bothering of resources, terrain obstacles and enemies. Once the players know the basics, we could give them more freedom soon in the game.

    Survival


    The survival part of the game is generally considered as weak, being percieved more like creative mode with grinding hurdles than thrilling experience. Someone can state that we should have named it “economic”, not “survival”. So our next goal will be to rebalance survival mechanics, introduce new ones, and give whole surviving a meaningful purpose by raising immersion in the story.

    Animals


    Currently it is too easy to kill them and you can also ignore them completely if you keep away enough from them. Looting nests is just an easy way to gather valuable resources, but it was meant to be a very dangerous task. We will make impossible to kill animals by multi-tool. From the start we will equip you with a pistol and limited amount of bullets for emergency use. In later stages it will be possible to make more bullets and better weapons.

    Currently we are thinking of adding new animals with a little bit different behavior. They will be less predictable and not bound to nests only. They will be able to damage your buildings if they are angry on you, but we still want to keep possibility to play peaceful without the need to kill everything that moves. We also want to add some other usage for happy living animals like milking or eating eggs.

    Planets


    We plan to change the way how planets are generated so it will not be so easy to obtain endless water resource just by digging down for few seconds. It will probably need wiping of all saves, so we will wait with it until really necessary and join it with some other biome changes.

    The layout of materials in biomes and recipes for different blocks and items will also be updated to make it more challenging to build more advanced blocks.

    Block Destruction


    In order to make survival more realistic, we will introduce damaging of blocks. This will make killing animals by cars more detrimental. Don’t be afraid – collisions will not destroy your vehicle totally, but heavy collisions could put functional blocks out of order until you repair them.

    Weather


    Our goal is to make more types of weather in game and fix current bugs, like raining inside. We want to have some common weather conditions that will have no big effect on survival and some rare weather types that will make you run as fast as you can to find a shelter.

    Building Improvements


    We see building as a main pillar of gameplay, and we will work on it on many fronts. We will make building independent on buildvision, so you will be able to turn it on even in cockpit or build without looking on all unnecessary augmented reality stuff. In buildvision, we will also display mass and its center for better construction of flying vehicles.

    Buildvision will need some other visual tweaks – mainly hide icons for occluded blocks to make it more readable.

    Blueprints


    Blueprints will allow players to save their working creations and build dozens of them easily for themselves or exchange it with other players for example in Steam Workshop. We have already finished and tested the saving part of this feature and we will soon use it for purpose of collecting shipwreck designs from our kickstarter backers.

    Block Coloring


    We have added block coloring recently. It was probably the last thing that was in our old editor proof of concept and was not in the final game. We consider empowering creative possibilities as one of our main goals.

    List of Blocks


    We want to make the list of blocks more lucid. We rearrange them into groups more logically and add filter by name. Also we add more useful information into tooltips and create clearer thumbnails for blocks.

    New Blocks


    There are still a lot of blocks that we want to finish, for example conveyors connectable between grids, electrically controlled rotor and hinge, mechanical gears and logic gates.

    Vehicle Controls


    According to our measurements you spend about 20 percent of your time in some kind of vehicle. We want to make you feel comfortable there. We will include a terminal in each cockpit so you will be able to control all the vehicle functions without going outside. Moreover we want to make it possible to move buttons from the terminal into the new vehicle hotbar. For instance you can move light switch to first hotbar slot and then turn your lights on or off just by pressing 1 key.

    We also add battery monitor, altimeter and attitude indicator into the vehicle GUI.

    Kickstarter Rewards


    We promised a lot of creative rewards in Kickstarter campaign, like designing shipwrecks, holograms or statues and still did not finished it. It stagnated mainly because we did not have the tools to collect your creations. Soon, when we’ll have most of blocks finished and blueprint feature, we’ll advertise the final round of shipwreck design submissions and then put them all into the game.

    Other plans


    We will see, how successful will we be in reaching our goals. I hope it will not take us whole 2018, so you can look forward for many unmentioned surprises. We will also continue to listen to all of your suggestions on our forum but maybe be a litte bit more picky about what we will do and what will not. Rather small improvements than big changes.

    We want the game to be rather simply amazing than all-inclusive.

    Continue reading...
     
  14. BaconBot

    BaconBot AI Bacon Robot Bacon Manager

    15
    95%
    BCash: ß 500
    Short Notes about Wreck Designing and other Kickstarter Rewards

    Hello Nomads,

    We have recently noticed the raise of interest in creating new wrecks from our Kickstarter Wreck Designer Backers. The latest 0.8.12 release of the game contains console command to export blueprints from the game to the separate file. This was probably the last step needed to allow you create your designs directly in the game and send them to us. You can find more details about how to create and submit your creations in this forum thread.

    While we were dealing with wrecks, we have also revisited our Kickstarter page and found out that we have not delivered some of your rewards yet. We hope that the biggest reward for you is the game itself but we do not want to leave promises unfulfilled. So here is the short list of them and what we did and what will we do to push them through.

    5 Gorgeous Full Screen Wallpapers (all backers)


    We have shared a link to download Wallpapers and some other artworks as an Kickstarter update only for backers on 23 Feb 2016.

    Forum Access (all backers)


    We have established our forum in 2016 with special badges for Kickstarter backers. It is still our primary communication channel. Today anyone can register on the forum. Unfortunately, anyone means also spammers. We are currently trying to find better solution to fight them.

    Digital Copy of The Game – Steam Early Access (all Nomad backers)


    We have released the game on Steam Early Access and GoG In Development on 25 May 2017. We have sent a Steam or GoG activation key to all Nomad and higher tier backers. Alpha Nomads and higher tier backers got access to the game even before the early-access launch. Hologram Nomad and higher tiers also got extra activation keys for their friends.

    Name in Credits (all Nomad backers)


    All backers have their name in Kickstarter Nomads section of our web page. Wreck Designer nomads and higher tiers are listed also in in-game credits.

    Original Digital Soundtrack (Music Nomad and higher)


    We sent out a link to download soundtrack in June 2017 to all Music Nomads and higher tier backers. Others can buy the soundtrack as a DLC from Steam or GoG.

    Exclusive Set of Decorative Building Blocks (Builder Nomad and higher)


    We forgot to do this and feel miserable about it. We started to work on small visual redesign of a few of current blocks that will be available exclusively to Builder Nomad and higher tier Blocks. If you are one of those backers, you will receive a password to unlock them in game. We plan to release an update with those exclusive block during May.

    Kickstarter Exclusive Main Character Look (Unique Nomad and higher)


    This is a similar story as with decorative blocks. We forgot it and we are really sorry. We are working on one new suit design for our character and plan to release it during May.

    Skype Call with the Team (Wildlife Nomad and higher)


    Daniel had 30 minute Skype call with one of our backers, others were contacted bud did not insist on calling.

    Design a Wreck / Hologram / Precious Component / Animal Name / Alien Monument / Alien Statue


    Way how to design a wreck was mentioned earlier. Hope that we could check this as done and see many new wrecks in the game in few weeks.

    We are still thinking how to incorporate holograms into the game. Probably it will be a holographic projector with an image (not a video) that will add your custom message to the players datapad. We will share more details soon.

    Other rewards are rare and we will consult it individually with our backers.

    Undelivered rewards


    Not very often but it still happens that people write us that their reward did not arrived. It might got caught by spam fighting troops or lost somewhere else. So, if you have not received a reward that we have already delivered according to this list, please contact us on Kickstarter.

    Thanks for all the patience you have with us. We believe that your addition to the game will make it much better!

    Continue reading...
     
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