Разработчик известного в узких кругах многопользовательского аудио шутера Swamp сообщил что ведется тестирования второй части игры. ниже я указываю точные слова Aprone.
Поучаствовать в дискуссии или даже напроситься в бета тестеры можно здесь
Thanks everyone! smile
There are some major differences, so I’ll see if I can generalize them and hit all the big ones so far.
The world is a single very large map, and that map is 3D so you can actually explore some building while another player is in the sewers under your feet (you can even possibly hear him die down there). Firing from rooftops and second floor windows is a thing now, though at this exact moment I’m typing this, only 1 building has it’s second floor attached. I’m still stress testing the mechanics before I add the sub 1 hospital, and then go nuts adding elsewhere. Original Swamp was something like half a million walkable tiles when you added all the maps. Swamp 2 is currently at 2.5 million and growing. Loads of empty space, placeholder buildings, missing map sections, and I’ve yet to really build up or down.
The original game quickly turned into players who nearly never died, and were traumatized when they did because it meant the loss of a huge inventory. The new game puts the focus on Safe zones and off the players. You establish a Safe zone (eventually nearly any building is eligible) and drop-off equipment you’ve scavenged with a single key press. Weapons unlock so each time you die and respawn you start out with the starting gear and ammo you’re establishing there. Dying means losing what you were trying to get back home with, not everything you have. AI civilians can be found and escorted back to a safe zone, where they serve as guards using the weapons you’ve unlocked there. If a safe zone truly falls to the swarm, all progress on it is lost, so the new focus is protecting the Safe zones, not your own personal pawn shop you carry on your back.
Crates show up in or around buildings, rarely. If successfully carried back to a safe zone, those are turned into bonuses, such as +10 health to any player who respawns there. Those bonuses build up, thus adding to the desire to protect a place.
The Land dolphin is going to play a bigger role in this game, than in Swamp 1. For those who don’t know, they are a joke name for trucks you could ride in traveling between safe zones. In Swamp 2, the current plan (when finished) will be the ability to be driven and dropped off at any road intersection, and at key locations, giving lots of flexibility to get someplace quick if you have the diesel to spend. There is also a planned mechanic where 1 person pays for the ride, and others can pile in within about 10-15 seconds to tag along at no cost. This will be good for small teams to travel together, or someone to panic and hop into a truck that’s leaving someplace. Behemoth is planned but not in yet either, as a larger challenge that will sometimes enter the map, wander, and leave.
I’m sure I’m forgetting stuff, but for now that’s a good list of the key differ… NUMBER! Almost forgot… Swamp 2 has the number 2 added to the end! Whew. Okay, I think that’s all the big stuff for now.
I don’t have any plans for PVP yet. I assume you mean players shooting at one another, not some people being zombies right? If you meant some people being zombies who can freely attack human players, then I might have some ideas already. Balance, and avoiding clear ways people will ruin everyone else’s fun, are the big things that slow down any PVP plans. Slow doesn’t equal ruined though, so I’ll keep brainstorming.
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