![]() Procedural quests in open-world games have a reputation for being very samey and uninteresting, but I'm hopeful that I can avoid these pitfalls with the infrastructure that I've been putting into place. Quests - A lot of work has gone into the system that determines how new quests are procedurally generated, and a number of new quest varieties have been added to the mix.What I mean to say is, the procedural generation magic is starting to pay off. Forests contain waayyyyy more than a few scattered trees. World Generation - The world is actually starting to resemble.However, I'm real excited about the possibilities for how this could affect how you strategize your journey through the world. Factions and Reputation - Much like some of the other systems I've mentioned here, this is still fairly early in development.But how many of them let you take your tractor off the farm and drive it through a crowd of pedestrians? How many games let you steal your neighbor's crops and then set fire to their barn? How many games have cow sprites that face 8 directions instead of 4? And sure, a lot of games nowadays have farming systems. Farming - Yeah, there's now a farming system in this thing, too.An optional activity for adding variety to how your game plays out, or something you can spend a lot of time with if that's your thing. Do you hate crafting games? Don't worry, you are absolutely not required to engage with SOR2's crafting system! I see it as yet another addition to Streets of Rogue's "play however you want" bag of tricks. Crafting System - Do you love crafting games? Awesome SOR2 has a crafting system now.The open-world nature of the sequel and much-longer game length make this a good fit for dedicated server support. But based on the results so far, it looks promising. This was more of a test than anything else, and I can't say for certain whether or not this will end up in the final release. ![]() I also did a bit of work on dedicated server support. ![]()
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