Hello Deadsiders!
We have been working on many features behind the scenes, and today we will talk about some features coming in update 0.7.0, and other features even further in the future. Some of you may have already seen the teasers we have been putting out on our social platforms, but in case you missed them, let's briefly talk about them here;
Development on the prone position has begun, and this is quite a complicated process, not only do we have many new unique situations with player collision to consider, but we have lots of animation work to do before this feature is complete. While the prone position does have many advantages, movement is very slow, and transitioning from laying to standing takes a lot of time.
Here is the first of many weapons to get a complete redesign, this version of the VSD is much more detailed than the one we had previously. If this is your first time hearing about our weapon redesigns, and want more details, check out our roadmap.
So, let's get into the new stuff! I’ve asked some of the core members of the team to write directly to you guys, the Art Director, the Lead Programmer, and a couple integral game designers have all been working together to write the following section of this post. I think you guys have heard enough from me, the Lead CM, so I’ll let the team take over
Cancellation of fatigue and simplification of aiming
Throughout the existence of Deadside, we had a system that affected the amplitude of the weapon barrel sway depending on the "fatigue" of the character, which increased after sprinting, running, and damage to the character. This was restored only when the character was walking, or when the character was stationary. This system was not transparent to the player as much as possible, the level of fatigue was not displayed, and since the main way players move in the world of Deadside is by sprinting, players constantly saw the maximum amplitude of the sway, which affected the overall gunplay in not the best way.
According to the results of numerous internal tests, we realized that the slight tactical moment that it gives (I don't run and shoot more accurately) is overlapped by a constant negative (Why is the barrel so shaky!). Therefore, in the first iteration in version 0.7.0, we completely remove fatigue, so that the amplitude of the barrel sway will be constant. This does not mean that it will be possible to shoot on the run as accurately as standing, just shooting after running will become more comfortable than before.
Changes to the economy and trader selection
We see that the players have requested to divide the assortment of traders' goods between the Green Zones and wastelands. In update 0.7.0, we partially revised the distribution of items sold in stores. Now some rare or special items can only be purchased from Roaming Traders.
We are also closely monitoring the state of the game economy, and in this update we continued to balance prices in order to improve the overall situation. Now some items will be purchased and sold at a fairer price, based on their prevalence in the game world.
Expansion of fishing mechanics
With the 0.7.0 update, fishing will undergo some changes that will bring new detailed elements to its mechanics, such as
2 new kinds of fish (perch and burbot), which can be sold to a trader, or cut up to get more pieces of meat than the standard omul.
New craftable fishing rod, with which it will be possible to catch only omul.
Earthworms need to be dug out with a shovel, which will be consumed to catch a fish
Tutorial system
The tutorial system has already been completed and is being final tested, which will allow our newcomers to better understand the basic mechanics and design of the world from the first steps in the game.
The system is quite flexible and will allow you to complete any training task in any order, and at any time with a separate window with a list of tasks. In fact, it will be an interactive Wiki in which we will collect all the training that will acquaint players with both basic and more complex aspects of the game, that can be buried deep in the bowels of game mechanics.
The first time you launch the game, the system will instantly offer you to complete the first training task and will continue to drop them to the player as you progress. Training can be disabled at any time in the training interface.
New hidden spawn points of weapons
It's no secret that on the world map of Deadside, our designers have carefully spread out weapon spawners in non-obvious places. Now there are more such places. Crossing another inconspicuous industrial zone or camp, do not be lazy to look into the most unremarkable corners. Maybe something interesting is waiting for you somewhere out there!
The problem of breath-holding with Shift.
We removed the breath-holding function from the Shift key and moved it to Ctrl. As a result, the following functions will be assigned to the keys:
Shift - Sprint
Ctrl - hold breath/walk
We understand that this is not exactly what the players would ideally like to see. But this decision was made as a temporary measure until we find a more elegant solution that does not break the system of the character's animation architecture.
Coordinate Grid
Another useful features of update 0.7.0 will be a coordinate grid on the world map, which will display the names of all sectors. We hope that this system will make it possible to more accurately coordinate team actions.
Working on the AI
PvE in the world of Deadside is often a serious challenge for players. Sometimes even too serious. In update 0.7.0, we are working on fixing issues that create an "unfair" gaming experience. The changes will affect accuracy, reaction time, turns, hiding behind bushes and other parameters that directly affect the gaming experience. No more instant shoots through the bushes as soon as you are spotted.
We have also improved the stealth component of the game. Plan approaches to missions using natural cover, hide in dense bushes if you are noticed, move slower and quieter, attack from the flanks - all this will help you avoid damage and hide your position. But be cautious if you are spotted, as the tactical skills of the enemy are evolving.
The New City
We are already working on a large new city that will be located southwest of the main part of the world map. The creation of the city is one of the priorities of the artists department, and this process has been going on for several months. Now we can say with confidence that the main part of the modeling work is almost finished, and we have started the process of assembling streets. Such large objects as all residential buildings, a school, a kindergarten, shops, and a railway station have already been completed. At the moment, the city is still in a disassembled state and we cannot show it in its entirety yet, but we will try to show some details in the screenshots.
The release of the update, which will include the new city and its adjacent territories, will take place in an update closer to the end of 2023.
We will hopefully have more teasers for you soon, all leading up to the release of update 0.7.0!
Also, we do want to clarify that version 0.7.0 is not 3 updates away from version 1.0, unfortunately we are not that close to coming out of open beta just yet, even though the version naming convention might make it seem that way
Stay tuned to our socials so that you don’t miss the upcoming teasers!
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