- Do you see that? Here, take the binoculars and see for yourself. Something significant is emerging on the horizon; perhaps a crane? We absolutely must investigate; it could be an ancient construction site where we discover steel beams to fortify the bridge. Perhaps someone lives there, and together, we can lend each other a hand. Regardless, this world must not remain unexplored. -
Expeditions in Endzone 2
Expeditions were the first feature added to Endzone 1 during Early Access. This time, we have chosen to integrate expeditions more prominently into the gameplay and incorporate them as a more relevant mechanic. For this reason, we have not only decided to make expeditions available from the start of Early Access but have also completely overhauled and expanded the entire system.
Expeditions in Endzone 1 served as a means for us to incorporate the expansive map as a playable area and to conceal various player progress elements, such as seeds or research materials. However, our primary focus was on a text-based experience. The difficulty of expeditions was already addressed by optimally meeting the requirements for the expedition.
In contrast, in Endzone 2, expeditions seamlessly integrate into the current gameplay and can now be played with a classic real-time strategy (RTS) control scheme. Ruins are explored with playable settlers, puzzles must be solved, and even backtracking to the city-builder part of the game by bringing essential resources from one's own settlements to further progress in ruins, is now possible and important.
[previewyoutube=mWLYuzpLpBA;full][/previewyoutube]
DISCLAIMER: The shown footage is taken directly from our Sandbox testing environment and does not represent the final quality of the product. Everything you see is still Work in Progress and displays a lot of Debugging information for us Developers, as well as intentionally left out features such as fully fleshed out animations, pathfinding and much more.
With the new game mechanics introduced within expeditions, we enhance the experience and exploratory nature. Loot must be independently discovered, uncovered, and packed. Interaction with the ruin, its environment, and possibly even other encountered characters is intended to make expeditions more immersive.
Streamlined progress in Endzone 2
Sectors and new Zones
Expeditions primarily provide players with the opportunity to explore the wastelands and gather essential resources. However, with Endzone 2, expeditions have become indispensable for ensuring progress in one's own settlements. As described in a previous blog post, the map is divided into three sectors, separated by a wide, impassable river. New sectors can only be travelled to and explored if the bridge dividing the two sectors is repaired. This repair can be achieved by completing and advancing in expeditions. New sectors offer access to resources that are not present within the initial sector, making the construction of new buildings impossible without exploration and progression through expeditions.
Resource Mines
Resource mines are special ruins where expeditions can be conducted. Upon completion of the expedition, this ruin becomes a permanent resource mine. It is possible to gather resources at these mines at all times that cannot otherwise be extracted in a particular settlement or sector or may be entirely absent in some zones. Having access to these mines establishes a stable basic supply and is sometimes immediately relevant for progress.
Trader
As discussed in another blog post, traders make a return in Endzone 2. Interacting with traders is also possible through expeditions. Some traders have settled in the wastelands and require an expedition to their headquarters for subsequent trading. Exchanging resources with traders, whose inventory regularly changes, allows you to obtain rare items that are otherwise difficult or impossible to acquire.
Vehicles & Expeditions
- Expeditions can be initiated and started right at the beginning of the game. However, you have to be mindful to not have your settlers you’ll start with in your vehicle excessively consuming crucial resources like food and water, as this can make the starting conditions much more challenging.
- Ruins can be approached and entered at any time with a vehicle, and they can be exited and played from the ongoing game session.
- Different vehicles may be suitable for various expeditions, as resource slots differ depending on the size of the vehicle, for example.
- Upon completing an expedition, the discovered loot can be transferred to the available slots of the vehicle, and the player exits the "sandbox."
- Resources must be transported back to a zone with the vehicle and handed over to the zone's inventory via the landing stage.
State of Development
Expeditions are currently being pushed forward most prominently. For the Early Access phase, our focus is on a few, but qualitatively and comprehensively designed expeditions that are essential to the core loop. The entire team is working on this feature in the current sprint, allowing us to assess the scope for Early Access at the end of the month.
Expectations for the Early Access
Currently, we anticipate enabling the three components of expeditions outlined in the "Streamlined progress in Endzone 2" section for Early Access. This means that some ruins available on the map at the start of Early Access will have their expedition feature only enabled as the Early Access progresses. Furthermore, we are keeping additional gameplay mechanics within the scope of expeditions open, which can still be added and expanded upon during the Early Access phase.
A Look Ahead
We want to ensure that the work already invested in the significant expansion of the expedition system is optimally utilized. While we can only develop a limited number of features and their scope until Early Access, we already have our sights set on the initial steps after completing our plan. Even though it's challenging to assess how expeditions feel without hands-on experience, we would like to invite you once again to provide feedback. Share your ideas, impressions, and also any wishes regarding the expedition system and its integration into the game. This is the only way we can ensure a proper assessment of the full potential of this feature. Experience has shown that among all the ideas, there are always some on which we can base the future game design.
https://store.steampowered.com/app/2144640/Endzone_2/