The main problem with Achievements is that they also need to be a new ‘living’ system alongside all of the other features, and we’re not sure it’s a good idea for people to feel they have “100%ed” the game based on what’s essentially an arbitrary list of tasks. Several of the achievements will likely link the two modes together so it’s best to have these systems in place. We will consider implementing this after Adventure Mode. Please be patient.īecause of all the work that needs to be done for Adventure Mode, we won’t be able to start development on the Mac version until after its release, at the earliest. We have double the code resources that we used to, but also ten times the bug reporters, so we’re still finding our feet to figure out how best to maximize this power. We know that this system isn’t working very well for our helpful bug wranglers though, so we’re looking into rolling back into the old system soon, in the hopes that we can rejuvenate the bug-hunting community like days of yore. You can track and report bugs on our MantisHub: We are investigating translation options behind the scenes but it’s very early stages. Our best suggestion at this time is to use auto-translation tools for text on screen, which has been helping some users. ![]() It is difficult due to the procedural sentence constructions used throughout the game. Q: Will the game be localized/translated to my language? We have the new Fortress Mode interface which will help a lot, but we may do it after launch if it becomes too complicated. ![]() We’d love to expand on it, but it’s definitely more optional to the Adventure Mode experience than the above features and systems. Audio integration - the audio designers are working in parallel with us and we’ll be adding a whole new soundscape for Adventure ModeĬabin building wasn’t properly feature-rich in the classic Adventure Mode.Various small menus/actions (“widgets”) - stealth, movement, tracking, odors, party controls, combat options, etc.Crafting and other powers - Adventure Mode is highly moddable and we need to support vast menus of magical powers and other abilities.Journal screen (quests and knowledge) - we may integrate this with Legends Mode because they are very similar.There is a lot of information about every character, similar to the dwarf sheets in Fortress Mode. Status screens - wounds, skills, needs etc.These are individually much less complicated and risky than the above, but still have lots of little fiddly bits to keep us busy. There must be several ways to perform the same action based on context, play style, and input method. Actions are challenging because they can be initiated by clicking the play area, through buttons and hot keys, or by accessing a full list. ![]() Full keyboard and full mouse support for all play styles. Once we have this framework, we’ll just start doing the actions and menus one at a time.
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