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CryoFall - new screenshots & news

Started by Lurler, March 30, 2017, 09:32:08 PM

Lurler

New blogpost: https://atomictorch.com/Post/Id2192/CryoFall-DevBlog-29-Land-Claims

And related pics!




Tchey

It seems good so far, and i really like the arts also.
http://jeux1d100.net/blog/

Lurler

Just a little update guys. We have launched the server and everything works great so far. I've been play-testing it everyday for the past week almost. Bottom line is - we will launch it publicly within 30 days or maybe even less! :)

ai_enabled

#48
I'm happy too as we didn't find any serious bugs and overall the game is rock stable.
Bottom line is - the game is kickass, prepare to throw us your money within 30 days or maybe even less! ;D
Though, we are planning to release the game completely for free during this initial period!

Tchey

Great news, very curious to see the "final" result, and what the community will do with it.
http://jeux1d100.net/blog/

Lurler

We have finally launched CryoFall website!
http://cryofall.com/

Also new blogpost: https://atomictorch.com/Post/Id2194/CryoFall-DevBlog-31-Almost-there

Tchey

Cool ! Nice website, simple and effective.
http://jeux1d100.net/blog/

Lurler

While we are finishing up some infrastructural tasks (we call it "VoidExpanse curse") to be able to actually launch CryoFall here's something I thought could be interesting.


(click to enlarge)

It is the first version of our tech progression in CryoFall.

- All technology in the game is separated into 5 tiers (each horizontal row)(not all tiers are complete at this moment, obviously, there's a lot more to be added in the future)
- Each tier has several groups (rectanbles)
- Each group might required some other groups as its prerequisites
- And each group has a large tech tree inside it with several dozens of individual technologies that you can learn

What we are trying to do is make it so each player pursues completely different path, thus specializing in a very specific field, making them competitive on the server and allowing for social interactions beyond just "kill everything that moves" you see in most other open world online games. Let's see how it plays out :)

p0ki

Quote from: Lurler on March 02, 2018, 04:13:44 AMWhat we are trying to do is make it so each player pursues completely different path, thus specializing in a very specific field, making them competitive on the server and allowing for social interactions beyond just "kill everything that moves" you see in most other open world online games. Let's see how it plays out :)
Hi Lurler,
i know it has been months but currently its fairly easy to get all the technologies within 2 days.
Is that intended because of the current state?

Lurler

I think current progression speed is fairly good. It feels quite enjoyable being able to unlock new recipes fairly often. I think it's not really about whether or not you can get all technologies within two days, but rather overall progression speed.
Plus, in your case, you are quite good at this game already, so you can progress much faster, not to mention that you usually play for quite a long time.
For a person who only plays 1-2 hours a day it won't be so quick :)

My point is - I think current progression speed is quite good. I played the game myself many times (I mean without cheats) and I feel that this speed is the sweet spot.
So, rather than making it slower - we will just continue adding new content to give players more stuff to unlock! :)

p0ki

Quote from: Lurler on May 13, 2018, 10:18:16 PMSo, rather than making it slower - we will just continue adding new content to give players more stuff to unlock! :)
YES!

Lurler

Some of the main changes in the next version will be accessibility and "signposting". From the testing of this version we realized that there are quite a few things in the game that are not self explanatory or apparent by themselves. This needs to be addressed asap if we want new players to pick up the game.

So, some of the changes in the next version will be specifically to help with that. Hopefully we will add quests & tutorial, new interactive tooltips, ability to use items directly from inventory, inventory help screen and other such things. Well, there will be new items, technology and other stuff as always as this can be added in parallel just by myself and our artist, while other functional features require complex coding from ai_enabled.