- Dev/log 14 - 30 September 2024
Приветствую, друзья! Greetings, friends! This time, the grind system and related aspects in the game have been almost completely overhauled. Activities The game has been enriched with mining activities, resources, and equipment for all these tasks. Ore Mining A mini-game has been added here that speeds up the mining process. There is a chance that a “crack” will appear on the ore, and if you hit it, the player will immediately receive several laser outputs. Organic Harvesting The game has introduced several new resources for fuel (and not yet released potion brewing :)), 3 of these resources are “organic.” Organic matter itself can be harvested using a “combine” from all the plants in the game: The other 2 can only be picked up. I had to tweak the optimization of a bunch of scattered items specifically for this >_
- Dev/log 13 - 30 September 2024
Greetings, friends! This time I did everything little by little :) Interfaces Now important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom. Survivability The game has a low TTK and a very high cost of error, sometimes transports were one-shot from the fog of war, which caused player frustration. Therefore, now each transport has a personal shield. The shield has very little HP, but damage will not transfer to the body while the shield is present (conditionally, the shield has 50 HP, damage is 300. The 50 HP shield will absorb all 300 damage and the shield will break). The shield has high resistance, opposite to the default body resistances. The shield regenerates 5 seconds after taking damage to the body or shield (i.e., it will not regenerate at all during active combat). Why? To take the first hit and give the player a couple of seconds to asses…
- Dev/log 12 - 30 September 2024
Greetings, friends! As practice has shown, the game has very limited functions for car development, and as a result, the improvement process becomes uninteresting. Consequently, the player immediately tries to switch to a cooler car, forgetting about the previous one. So, what’s new: Body Modifiers Each body now has three slots for installing mods, which differ from equipment: they do not consume energy; in addition to the buff, the module gives a significant debuff (for example: +25% to health and -25% to cargo hold); if you remove the installed module, it will break, and if you pack the car, all modules will break. These modules allow you to trade some car stats for specialization, but they are not a straightforward buff. “Synchronization” of the synth with the transport Essentially, this is a skill for a specific body. The more experience the player earns, the stronger their “synchro…
- Dev/log 11 - 27 September 2024
Greetings, friends! The economic model of the game has been improved. In my game, the economy is entirely driven by player actions. This means that all items in the game, from resources to hulls, can only be obtained from other players or made by oneself. At the same time, all items can be lost in battles: if you are killed, the hull and most of the cargo and equipment are destroyed. However, this model has a problem: it will not work with low or absent online activity. To saturate the market, many people are needed to mine, craft, and trade. Therefore, I decided to upgrade the bots to participate in trading and wrote a global trading bot that fills the market with hulls and related goods. Bots Some bots can now pick up items (including weapons and equipment) in the open world and take them to the base. Miners extract resources and also sell them at bases. Trading Bot The bot’s goal is…
- Dev/log 10 - 25 June 2024
Greetings, friends! Continuing the topic of clusters (clans), when a cluster gets a base in the wasteland, it can participate in wars. War Two clusters take part in the war, one of which is the attacking side, and the other is the defending side. The warring parties are not subject to the rules of justice, even in safe sectors. To declare war on another cluster, you must meet several conditions: Your cluster must have a base in the wastelands, which you must designate as "headquarters" (1 base — 1 war). The cluster you want to attack must also have a base in the wastelands. You must have 100000.0 credits in one of the deposits. After the declaration, there is a 24-hour buffer period for preparation. In the game, enemy transports will be marked with a special icon. The war ends if: The attacking or defending cluster has disintegrated. If the war is not «mutual» and the attacking side cou…
- Dev/log 9 - 16 June 2024
Greetings, friends! Continuing the theme of Clans/Clusters, each cluster in the game can establish its own base in the wasteland and capture an entire sector. Establishing a base in the sector is a very expensive and risky operation, but the cluster that manages to complete this task will receive a fully-fledged base in the middle of the wasteland with rare resources. What such a base provides: The base can have all the combined functionality of bases in safe sectors (resource processing, item production, parts, market, hangar, refueling and replenishing ammunition). All members of the cluster in the sector combine their view and radar in the "fog of war". A tax on trade, processing, and crafting can be set up at the base. Management of access policy to the sector. Construction of turrets and auxiliary structures, increasing security in the sector. Also, having a base is a prerequisite…
- Dev/log 8 - 9 June 2024
Greetings, friends! Although the game is single-player oriented, sociability is an integral part of any MMO, and there is no better tool for this than clans. In the game, I’ve based the system on EVE Online, as it’s the same genre of game, and I’m creating interfaces in HTML, so making hundreds of checkboxes is not difficult :) In the game, clans are called “Clusters,” a union of machines for a common purpose. A cluster consists of the following entities: Participants, directly the players Roles, each participant has a “role” Permissions, tied to roles, allowing certain actions. Accounts, for credits Office, which are actually warehouses :) Policies, taxes, allies/opponents, etc. Bases, more on this next time Wars/Sieges, and more on this too Participants To join a cluster, you either have to create it yourself or find a suitable one in the search and apply there: After that, the leader…
- Dev/log 7 - 3 June 2024
Greetings, friends! As with any other MMO in the world, there is a conflict between different factions. In my opinion, this mechanic is not fully disclosed, but it can be said that this is an MVP with potential for development :) Faction War Conflict is the current reality for the society of synths on the planet Veliri-5. The disputed territories of this dilapidated world have become the theater of action for hundreds of thousands of battles, where now every synth must choose their own side. Players wishing to participate in the “faction war” must be part of the “militia”. Thus, they receive a special status as a participant in the conflict on the planet and thereby earn faction points, subsequently advancing through the ranking system. The war has two phases: active and passive. Active Phase of the War In terms of time, this phase lasts from 13:00 to 18:00 +0. During this phase, the fo…
- Dev/log 6 - 16 May 2024
Greetings, friends! In the game, I try to make the world more interesting and eventful. Therefore, I add a lot of things to the game that can be interacted with or that simply improve the visual component. Plants Most plants in the game are independent objects that are born, grow and die. I control their population using the «Game of Life» algorithm with some restrictions. On average, I have about 800 bushes on one map. Some plants have unusual behavior. For example, there is a carnivorous bush that grabs anyone who comes near. There are other interesting plants: for example, an analogue of an explosive barrel Or a hive with angry bees Note: not a single beetle was harmed. Bugs Once I saw a video on YouTube about cockroaches in Half-Life and thought it would be a good addition to my rather static world, so I created bugs. Bugs have no practical function other than being crushed, but the…
- Dev/log 5 - 11 May 2024
Greetings, friends! I’ve improved the “justice system” in the game by making safe sectors even more secure and adding “police”. It still has an MMO character but now with potential for development. Justice System Traditionally, the game includes three types of statuses: “White” - a law-abiding player who can count on police protection. “Purple” - a player with a minor infraction; the police do not protect them, nor do they attack. If “defenders” (large flying drones) are present in the sector, they can put the player into stasis until they become “white”. “Red” - a criminal, whom the police and defenders attack without warning. Criminals now belong to a specific faction. For example, you can be a criminal for the greens, but not for the reds. In the wastelands, there is neither law nor criminals - all players are “white”. If a player enters the territory of a hostile faction, they will…
- Dev/log 4 - 7 May 2024
Hello, friends! I've finished implementing damage mechanics for the vehicles, and here's how it will work in the game. Damage Types and Protection There are three types of damage in the game: "kinetic", "explosive", and "thermal". Each type of damage has its own protection for the vehicle. Each projectile can have a different percentage ratio of damage types. For example, a projectile can have 50% kinetic damage, 30% explosive damage, and 20% thermal damage. For example: the damage is 100, 33% for each type. the hull armor is, let's say, 50% for kinetic and 90% for everything else. Kinetic damage: 33 * 50% = 16 Thermal damage: 33 * 90% = 3 Explosive damage: 33 * 90% = 3 Armor Thickness Each hull has vulnerable and armored areas. Damage dealt to a vulnerable area is multiplied by an additional coefficient. This will force players to be more attentive and choose the optimal battle tactics…
- Dev/log 3 - 21 April 2024
Hi, friends! In Veliri, bots are not just punching bags. Each bot has its own rules of behavior in the game world. They can trade, mine resources, pick up items, loot, fight for sectors, and even complete missions such as escorting, killing, and delivering. The bots have a system of «relationships» with other bots or players that ranges from «hostility» to «excellent» and determines the bot's behavior towards others. To understand how a bot feels about a player, you need to select it using the TAB key. A frame will appear, the color of which indicates the bot's attitude. If the frame is blue or light blue, it means that the bot is «afraid», regardless of its relationship to you. Selecting a target is also useful for keeping track of it in the «fog of war», as the target remains marked as long as it is within the radar’s range. Bots not only interact with players but also constantly comm…
- Dev/log 2 - 16 April 2024
Hi, friends! I revised the system of loot and items that drop in the world. Previously, all items remained in the «wreckage» of the defeated transport. Now, items located in the hold will scatter like a fountain around the transport, while weapons and installed equipment with shells will remain in the wreckage. The containers themselves are now easily distinguishable and marked on the mini-map. Most items look like containers. To understand what kind of item is in front of you, you need to hover over it with the mouse. For drawings, a common sprite is used, and for basic resources — distinguishable icons. Ore can now be mined by simply shooting at it, although this is not very effective. Of course, such items create a load on the server. In addition, they can fall where no one can reach them. Therefore, they disappear after 15 minutes. Also, bots can collect them themselves.
- Dev/log 1 - 14 April 2024
Hi, friends! I want to share with you the news: I have started a blog where I will talk about my game and how the development is going. Recently I made a number of improvements and will soon publish them here. So far, as a teaser, we have implemented a day and night cycle in the game, headlights: and even a little logic of blindness at night: Night makes everything more beautiful :)