Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby JohnCarver » Fri Sep 26, 2014 7:46 pm

Gacrux wrote:The sculpture system and mining system sound like they have a lot of potential to be amazing especially if sculptures play into inspirational study :D
Any spoiler or bonus ideas/info on what you plan on doing with the mining system?

Will there be more levels of mining (different layers of mines)
Overhaul of nodes or prospecting?

Also will archaeology play into this new mining system or will it be a separate kind of mechanic? ALSO! Will there be any correlation with archaeology and cthulhu mythos ideals?


Sculptures will certainly work into the study system.

The complexity of the mine system is still being investigated. At a minimum it looks like it is safe to say Salemites should be able to find more gemstones in the future.

Procne wrote:If the October update is supposed to be mainly about stalls does that mean stall mechanics (and everything related to them) will be much more complex than what we had in previous world?


Not exactly. They will look a lot more the same than they do different. Unfortunately, due to the increased time of the Purity patch we are on a 'short month' for October which is why the scope is going to be a bit light.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby Potjeh » Fri Sep 26, 2014 7:48 pm

I know comparisons to Haven are made too frequently, but you really should check out it's mining, it's pretty great.
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Re: Development Roadmap

Postby JohnCarver » Fri Sep 26, 2014 7:49 pm

Potjeh wrote:I know comparisons to Haven are made too frequently, but you really should check out it's mining, it's pretty great.


That is what I hear, but we remain optimistic we can create something that is pretty great as well without the need to borrow from a game that already shares so much foundational inspiration with ours.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby Gacrux » Fri Sep 26, 2014 8:38 pm

JohnCarver wrote:
Potjeh wrote:I know comparisons to Haven are made too frequently, but you really should check out it's mining, it's pretty great.


That is what I hear, but we remain optimistic we can create something that is pretty great as well without the need to borrow from a game that already shares so much foundational inspiration with ours.


Good job.

JohnCarver wrote:
Gacrux wrote:The sculpture system and mining system sound like they have a lot of potential to be amazing especially if sculptures play into inspirational study :D
Any spoiler or bonus ideas/info on what you plan on doing with the mining system?

Will there be more levels of mining (different layers of mines)
Overhaul of nodes or prospecting?

Also will archaeology play into this new mining system or will it be a separate kind of mechanic? ALSO! Will there be any correlation with archaeology and cthulhu mythos ideals?


Sculptures will certainly work into the study system.

The complexity of the mine system is still being investigated. At a minimum it looks like it is safe to say Salemites should be able to find more gemstones in the future.


Sounds interesting are we going to get ring slots and gem cutting? I know you wanna be as cryptic as possible so thanks for being somewhat transparent when answering questions :P
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Re: Development Roadmap

Postby ImpalerWrG » Fri Sep 26, 2014 10:34 pm

I would rather see more metal types (with important uses) rather then gems, but given the strong opposition JC had to any kind of 'mining away from your main base' I'm doubtful he would throw down new metal-typed mine nodes. It sounds like he wants to mix more diverse products coming out of each mine, so maybe other metals could just be found in pockets within other mines if they are to make any kind of appearance, this is not tooo much of a stretch on realism as the geologic processes that create an ore body will typically concentrate a number of chemically similar elements together, for example lead mines always contain small amounts of silver.

Also with regard to Haven mining, what was good about it was the Caves, without them it would have been kinda dull, they were a unique environment to forage in for one and had a nice allure and creepiness until client side lighting made them a little too accessible. If caves could be added, even if they were not filled with ore or connected to mines, that would be great.

Scribe system sounds intriguing, if that includes Books then it would be one of the most heavily requested features in Haven (which never happened, so technically your not copying them). Books would seem to demand interaction with Curiosity system, but how exactly who knows. I'd actually think the non-study based uses of Paper actually present more possibilities.
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Re: Development Roadmap

Postby alloin » Fri Sep 26, 2014 11:43 pm

More RNG ? :cry:
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

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Re: Development Roadmap

Postby Potjeh » Sat Sep 27, 2014 5:12 pm

Any ETA on the October patch?
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Re: Development Roadmap

Postby Orcling » Sat Sep 27, 2014 6:45 pm

Potjeh wrote:Any ETA on the October patch?

October ¦]
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Re: Development Roadmap

Postby JohnCarver » Sat Sep 27, 2014 8:00 pm

Potjeh wrote:Any ETA on the October patch?


Early October.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby Potjeh » Sat Sep 27, 2014 8:06 pm

So it's just a week or two to go then :D
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