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DevUpdate #29: Job Browser, in-game announencements and a few pieces of content!

https://lemmy.world/post/35094368

DevUpdate #29: Job Browser, in-game announencements and a few pieces of content! - Lemmy.World

Hello and welcome to a quick DevUpdate! We have just released a new update to the game with a small bit of content, QoL feature to help you complete jobs more easily, and a feature for in-game announcements! # Job Browser This was added so you can see all of the jobs in the game more easily, and quickly withdraw the required items for the jobs. You can also easily see what jobs you can complete based on what items you have in your bank. Job browser is available from the Journal. You can use it to quickly browse through all currently available jobs [https://images2.imgbox.com/f9/a0/vVrSTBtV_o.png] # In-Game Announcements Another this we added are the in-game announcements. You’ll see a red bubble if there are unread announcements! We will be using this to notify players of new devblogs, devupdates or server maintenances. You can find in-game announcements from the hamburger menu! [https://images2.imgbox.com/1b/2a/Smdy7qFR_o.png] # Full changelogs Added - Added a bunch of new texts to game loading (to help identify which part people get stuck at) - Announcements feature finished, you can now find announcements in-game - Job browser added to the Journal view - Added new localizations from community translators - (Items) 1 new item added - (Activities) 1 new loot table added to an existing activity - (Loot tables) 1 new loot table added - (Pfp Options) 1 new pfp option - (Shops) 1 new pfp option added to Not a Shop - (Locations) Black Eye Peak ISO art added Changed - (Services) Updated Azurazera kitchen name to “Alight Kitchen (Basic)” to fix this for external app tools - (Items) All Royal troubadour gear now requires doing trinketry to work - (Items) Lily pad rope no longer gives bonus experience - (Items) Treasure grabber find chest rate buffed to 0.25% - (Loot tables) Find basic chests table (treasure grabber) had rusty, coral, and sunken chests removed Fixed - Did another fix on server connection issues happening after like 20s into the game - Fixed the incorrect calculations for agility chests while traveling - Stop when inventory is full setting is now used properly when starting crafting activity - Fixed DA on traveling activities like Venture into the bog - Fixed While Away showing total values on crafting while triggering DR incorrectly - Fixed notification bubbles on crafting showing incorrect value when triggering DR - Fixed DA on last travel node triggering a full travel action completion - Fixed the Lvl. text not having a space after it on localized languages - Fixed overflowing icons and text on job cards

DevUpdate #25: Update +478 with bug fixes!

https://lemmy.world/post/30922241

DevUpdate #25: Update +478 with bug fixes! - Lemmy.World

Hello! Another update, this time focusing fixing some critical and smaller issues. # Changelogs for +478 Added - Improved the way total stats are being listed, including the 24H highest steps one - Crafting materials can now also been pressed in crafting view to open their info sheet - Included new translations from community translators Fixed - Fixed steps not loading issue - Fixed eye accessories changing to default variant - Fixed texts where they overflowed - Fixed sprite alignment on crafting material dropdown - Fixed supplementary layer hair colors being wrong in leaderboards images - Fixed consumable selection screen not being fully scrollable on tiny screens - Removed the bank money from inventory view

DevBlog #54: Post engine rework bug-fixing

https://lemmy.world/post/25216144

DevBlog #54: Post engine rework bug-fixing - Lemmy.World

Another exciting art sneak peek from Maxchill! [https://i.postimg.cc/8P5RSyt7/image.png] Hello and welcome to another WalkScape devblog! Last week we released the massive work that had been going for the last couple months, reworking the game engine, our servers and more. As expected, this amount of changes came with some bugs that were not spotted in our internal testing. For the next week or two, we’ll focus on fixing the issues. A list of the issues that are currently known is here: Reddit post of known issues [https://www.reddit.com/r/WalkScape/s/DaAjuWriX3] This development blog post will be a bit shorter one than usually, as post-release our main priorities are to fix any issues or bugs that arise, so there aren’t much news to share. # Buy Me a Coffee fix Buy Me a Coffee had an issue due to their APIs being quite buggy. We’ve now deployed a fix to this, and anyone who were previously having an issue with their BMAC supporter tier not showing up should now have it working. The speed that BMAC is connected to WalkScape account should also be quicker. Please let us know if you still have an issue with BMAC by contacting our email! # Anti-cheat improvements With the engine rework, we’ve also released our improved anti-cheat. The new system has shown some really great results, and we’ve banned a bunch of players that we’ve caught cheating in the game. We’re very happy with the new system, and it should support hundreds of thousands or even millions of players, so definitely a lot more scalable than our previous solutions. Our new anri-cheat also can be more easily improved over time, which is also a great things. Most of the time, I like to stay quite tight lipped about our anti-cheat development so that potential cheaters can’t prepare for what we’re working on. However, a lot of people are always quite skeptical if fitness games are able to run anti-cheat measures effectively. I think it’s mostly due to people’s experience with Pokemon Go, and how badly it was handled there. We take cheating very seriously, and will keep improving our anti-cheat as much as possible, and already have some effective solutions in place. And it’s definitely possible to build anti-cheat solutions for games like these! # Short term plans Like covered in the previous development blog post, we’ll be fixing the bugs for next week or two until we have the game stable again. Then, I’ll be moving onto building our new improved development tools (devtools 2.0) so we can start delivering new content again! We already have art and designs for multiple new content updates, and our goal with devtools 2.0 is to remove any bottenecks from developing and releasing new content of the game. Maxchill and floursifter have been hard at work, and we can’t wait to get these things released! # Until next time That’s it for this time! Considering how massive this rework was: Github merge [https://i.postimg.cc/4dCxy36K/image.png] It goes without saying that we were expecting a lot of issues, but I’m actually surprisesurprised how few there were. The biggest and most tricky issue to solve is the issue we have with the new server tech, where there’s a memory leak. This results in the server restarting every 5 hours or so, so if you’re having hard time connecting it’s often resolved if you try again in few minutes. Thanks for the patience, and we’ll keep working on fixing the new issues! I might include a couple small QoL improvements here and there too - we have a pretty good list of suggested small improvements that wwouldn’t take that long to implement. I already implemented a few in this update: banking from the bank button in inventory, starting actuvities from the world map, wardrobes in all settlements, and so on. Keep walking, and stay hydrated everyone!

DevBlog #51: Gear sets and holidays break!

https://lemmy.world/post/23057319

DevBlog #51: Gear sets and holidays break! - Lemmy.World

Hello and welcome once again to the WalkScape dev blog! I have some exciting news about the engine rework and, as promised, a first look at the gear sets! # Wave 3.5 starts this week! Wave 3.5 of WalkScape Closed Beta begins on December 15th! Players who have supported development on Patreon [https://www.patreon.com/WalkScape] or Buy Me a Coffee [https://buymeacoffee.com/walkscape] will receive immediate access when the wave goes live. Those who support development before January 6th will also gain access during this wave, as mentioned in our previous dev blog [https://www.reddit.com/r/WalkScape/comments/1h1sq5h/devblog_50_wave_35_announcement_improved_ingame/]. More instructions about how to get access are available here: https://walkscape.app/help [https://walkscape.app/help] # Gear sets: introduction Let’s dive into the exciting new QoL feature that’s launching alongside the engine optimization: gear sets! According to our previous poll [https://www.reddit.com/r/WalkScape/comments/1gayixz/patch_hotfix_342_fixing_some_final_minor_things/], gear sets (or presets) were the most requested QoL feature, making them our top priority. I’m happy to report that I’ve designed the system and completed its core functionality. I just need to add some finishing touches and polish the UI, and it should be ready. Here’s what this system aims to solve: - Switching gear between skills is tedious. With presets for skills and activities, you’ll be able to swap your entire loadout with just a few taps. - Finding the optimal gear for activities and skills can be tricky. We’re adding tools to help you pick the right equipment, especially when managing lots of items. - Whether you’re a min-maxer or casual player, these features will make your life easier. Now, let me walk you through all the features coming with gear sets! # Gear sets: how do they work When designing this system, we needed features that would work well for both casual players and min-maxers. I wanted to get it right so that managing gear builds would be much simpler for everyone in the future. Here’s a list of our features! We’re also planning to integrate gear sets with the Travel + 1 Queue, which will make swapping sets even easier when switching activities. Create set from current items By pressing the “Copy currently equipped gear”, you current gear gets added to the gear set you’re creating. [https://i.postimg.cc/59pYLnRm/image.png] This is the most common way to create gear sets. Simply wear your optimal gear, create a new set, and click “copy currently equipped gear.” That’s it! After saving, you can easily re-equip your favorite set whenever needed. Customize and prepare As an example, finding a tool for your gear set with the highest crafting outcome is now very easy! [https://i.postimg.cc/P5vCGhr6/image.png] When not walking, you can create gear sets to prepare for activities or update your existing ones. I’ve created an advanced in-game tool called the “gear explorer” to help you find the right equipment for your sets. When creating or editing a gear set, simply click any gear slot to open the gear explorer. You’ll see a list of all items that fit that slot (from your WalkPedia discoveries), with several ways to find the perfect item: - Sort by attribute: Choose any attribute, like Work Efficiency, to see items ranked from highest to lowest. - Filter by activity: Select specific activities like “cut birch trees,” “cut pine trees,” or “cut oak trees.” The list will show only items with relevant attributes, and sorting will be calculated for those selected activities to show which items provide the greatest benefits. - Filter by skill (not done yet): For a broader view, filter by skill to see all related items. - Compare items: If you already have an item equipped, you’ll see a helpful comparison to make upgrading easier. - Search: Find items quickly using the search function, just like in the bank. Share or import gear sets You can press the import button to copy a gear set made by another player to your character. [https://i.postimg.cc/JhwGMgsR/image.png] Don’t want to figure out the best gear yourself? You can ask the community to share their gear sets! The game allows you to export your gear sets and import ones made by others. When you import a gear set, your character gets a copy with the same configuration. For example, if someone has created an optimal set for the Search Team activity (a common question), they can share their gear set data for others to easily import and use. If the gear set includes items your character hasn’t discovered yet, they’ll appear with a “?” sprite and no without stats or rarity, but their names will still be visible. Since players who share and import gear sets typically use the wiki anyway, showing item names makes it easier to look up how to obtain missing gear while not ruining the feeling of discovery for those who don’t want to use wiki. Organize Finally, let’s talk about organizing your gear sets for easy access when you have multiple saved. Each gear set has these customization options: - Name: Give it a memorable, descriptive title! - Icons: Add multiple icons that will appear before the set’s name. - Color: Use colors to categorize your sets - like green for woodcutting sets! - Skills: Choose which skills the set appears for. For example, your fishing set won’t clutter the menu while you’re smithing. - Activities: Specify activities where this set should appear. Like skills, this helps keep your gear list relevant to what you’re doing. Note: When your character is idle, all gear sets will be visible when you browse them regardless of skill or activity filters. Smart with inventory space Let’s look at how gear sets handle inventory management. When switching gear sets at a bank location, you’ll be asked if you want to store your current gear in the bank. If not, the items will go to your inventory. If you’re at a bank and your desired gear set contains items stored there, those items will automatically be withdrawn. If you have them in your inventory, your inventory is always prioritized before the bank. If some items in your gear set are unavailable (whether they’re missing, you don’t meet requirements, or you no longer own them), you’ll see a list of these items and can decide whether to proceed with the switch. # Engine optimization Last week, we completed the engine optimization with only a few minor features missing and released it to our internal testers. This work took quite a while, but I’m very happy it’s finished. If we had postponed it and allowed technical debt to accumulate, it would have taken much longer to complete in the future. Initial testing has revealed bunch of small bugs in the optimized engine, but these should be rather quick to fix. After completing the gear sets (hopefully by next week), I’ll focus on fixing these bugs and preparing everything for release. Due to the holiday break, this update will likely be ready for closed beta testers sometime in January - the timeline mainly depends on how quickly we can resolve the bugs! # Holiday break and until next time! Lastly, the development team will be taking a holiday break from December 23rd to January 1st. While we may check Discord and contact@walkscape.app [contact@walkscape.app] emails for any Wave 3.5 issues, we’ll primarily be enjoying time with family. Due to the break, there won’t be a devblog on December 26th—the next one will be posted on January 9th. That’s all for today, folks! Thanks for reading, and happy holidays to everyone. Keep walking and stay hydrated ❤️

DevBlog #50: Wave 3.5 announcement, improved in-game notifications, and party system teasers!

https://lemmy.world/post/22535409

DevBlog #50: Wave 3.5 announcement, improved in-game notifications, and party system teasers! - Lemmy.World

The GDTE swamp area has been visually overhauled [https://i.postimg.cc/g2f1TSmz/image.png] The GDTE swamp area has been visually overhauled Hello, and welcome to WalkScape development blog once again! This time we have quite a few things to show, so without further ado, let’s get started! # Wave 3.5: December 15th to January 6th Let’s start with the most important news that many of our followers are looking forward to: our next wave, which we call Wave 3.5. The wave runs from December 15th, 00:00 UTC+0 to January 7th, 00:00 UTC+0. Similar to Wave 2.5, this is an intermediate wave that’s shorter and supporter only. This means we won’t be accepting new applications during this period. If you’ve supported us on Patreon [https://www.patreon.com/c/WalkScape] or Buy Me a Coffee [https://buymeacoffee.com/walkscape] and linked your account to your WalkScape Portal Account [https://portal.walkscape.app/account], you’re all set to start playing on December 15th. For those interested in joining this wave but haven’t supported yet, access will be granted to anyone who becomes a supporter before or during the wave. You can visit the WalkScape Help Page [https://walkscape.app/help] for detailed instructions. We also want to try out the new gifting feature that Patreon added, so the quickest fifty people can gain one month of free WalkScape Patreon membership by using this link: https://www.patreon.com/WalkScape/redeem/3B13B [https://www.patreon.com/WalkScape/redeem/3B13B]. It should be also possible to gift memberships to other people by using the new gift page [https://www.patreon.com/WalkScape/gift]. A lot of new items that have been designed in the last two weeks… [https://i.postimg.cc/Jn8v1ssS/image.png] A lot of new items that have been designed in the last two weeks… # Improved in-game notifications Reworked in-game notification bubbles [https://i.postimg.cc/7hYR2jMV/image.png] Reworked in-game notification bubbles Now, let’s talk about development progress and quality-of-life improvements! In the last development blog, I mentioned I would cover Gear Sets. However, after completing extensive engine optimizations, I discovered that the in-game notification system (the XP and item bubbles that appear after completing activities) needed a complete rework to be compatible with these optimizations. During this rework, I made the “in-game notification bubbles” much more versatile. Many of you have asked to see more information, so I added new bubbles for: - Procs (double action, double rewards, etc.) - Arrive in location - Collectibles (sticky) - Achievements (sticky) - Both looted & crafted items will now clearly show their quality (or if they’re fine) - Saved steps - Realm reputation The sticky bubbles will remain on screen until you dismiss them. This addresses feedback from players who sometimes missed notifications about achievements or collectibles they’d earned! # Improved “While you were away” view Like the in-game notification bubbles, the “While you were away” view needed updating to work with our optimized engine. I took this opportunity to completely rebuild it with some much-needed improvements. Based on your feedback, this view is particularly important since it creates that rewarding dopamine rush when you see all your progress after a long walk. I wanted to make this feeling even more satisfying. The new “While you were away” includes everything from the notification bubbles (your procs, reputation gains, saved steps, and more) plus several new features: - World map. You’ll see a portion of the world map and can watch your character’s journey if you were traveling. - XP bars & level ups. Instead of plain text, you’ll now see your XP bars filling up and get better visual feedback for level ups. - Emphasized “rare events”. When you collect special items, craft eternal gear, find legendary/ethereal loot, or complete achievements, the step counter will pause briefly to showcase your rare finds with a cool animation. - Always shown after significant walks. Now appears whenever you open the game after collecting many steps, not just after a full restart. - Can be reopened. Want another look at what you earned? You can now reopen the summary whenever you’d like. The system and UI are still being polished, but should be ready in the next few days. Here’s an early preview of how it looks: A brank new while you were away view. [https://i.postimg.cc/Fszqs5KF/image.png] Here is also a video [https://www.youtube.com/shorts/FEfw82VEx0E] that showcases this in action. # Party system teasers The party system has also made significant progress since our last update. Myzozoz has worked hard on this feature, and we’ve completed the core party management functionality. Before we can release the party system, we still need to implement “two week challenges” and the ability to see other party members on the world map. Here’s a preview of the UI (while it needs some polish, the main functionality is complete): UIs are still WIP [https://i.postimg.cc/yxbLSxN1/image.png] UIs are still WIP Don’t forget to give your party a memorable catchphrase! [https://i.postimg.cc/rwCHFS4c/image.png] Don’t forget to give your party a memorable catchphrase! # Overall view on progress The engine optimizations are now complete. A few server-side additions are still needed before release, and extensive testing remains to ensure everything works as intended. I plan to release the new update with the optimizations (and hopefully gear sets!) during Wave 3.5 or shortly after. I’m not setting a specific date yet, as it’s difficult to estimate how long the testing phase will take. Once the new notification systems are finished, I’ll begin work on Gear Sets! # Until next time Alright folks, that’s all for today! I hope you found this development blog exciting. I’m thrilled that the engine work is now complete and performing beautifully - in my testing, the game processes even 3 million steps in about one second. This is a massive improvement over the previous system. We’re also excited to welcome new players to the game with Wave 3.5! If you need any help getting started, I encourage you to join our Discord community. Stay hydrated, and keep walking everyone! ❤️

DevBlog #49: Optimization process continues!

https://lemmy.world/post/22011741

DevBlog #49: Optimization process continues! - Lemmy.World

Check out these new sprites for the two upcoming skills! [https://i.postimg.cc/RFTcHrg6/image.png] Hello, and welcome back to the WalkScape devblog! In the last development blog [https://www.reddit.com/r/WalkScape/comments/1ggb5i0/devblog_48_engine_optimizations_and_some_teasers/], I mentioned that I’m focusing on optimizing and improving the game engine itself. This work has been ongoing for the past two weeks. Today’s devblog will be brief, as there’s less to share than usual. # Optimizing load times We’ve successfully completed our load time & game engine optimization, meeting the goal I set. Here’s a video (using the Finnish localization for the game 😄) demonstrating the launch of WalkScape’s development version which is using the remote server: https://youtube.com/shorts/oERsdrMYYlE [https://youtube.com/shorts/oERsdrMYYlE?feature=share] The game now loads faster than it takes for the Not a Cult logo to fade away. While this may vary slightly depending on internet speed and availability, opening the game is now significantly quicker than before. It’s a noticeable improvement, and should hopefully make it even quicker to check WalkScape during your day! I’ve also implemented data compression for the heaviest server calls, which should result in about 75% data usage savings. Although I haven’t received any complaints about the game using too much data (I’ve always tried to be very conservative in that regard) it should now be significantly more efficient than before. # Next up: optimizing loading steps & fixing the final step loading issues With major changes to the engine and server technology complete, my next focus is improving step loading. The primary goal is to address remaining issues where steps could be lost during loading, while simultaneously enhancing the speed of the process. As mentioned in the previous devblog, step loading problems occur when the internet connection drops or the game is closed/backgrounded while loading steps. Thanks to the recent engine optimizations, it should now be straightforward to implement a solution where, if step loading fails, your steps will be loaded normally on the next attempt without any loss. I’m aware this has been a source of frustration for some players (particularly on Android), and fixing it has been a long-standing priority. The engine optimization work provided an ideal opportunity to tackle this issue. This improvement should be quicker to implement than the engine rework, and I anticipate completing it before the next devblog. Given the scope of these changes, we’ll be doing thorough internal testing to ensure stability before release. During this testing phase, I hope to make significant progress on Gear Sets as well. Ideally, I’d like to release that feature alongside the optimizations and step loading fixes. # Character borders, CYOA, maxchill’s streams Work-in-progress character borders to help you stand out in your Party! [https://i.postimg.cc/WzWg5GLs/image.png] Here are some minor updates on other fronts, in addition to the engine improvements: Character Borders maxchill has been working on Character Borders, a new feature we’re planning to add with the upcoming Party System. These borders will allow you to stand out within your party. We’re also considering using these unlockable borders in other areas of the game. CYOA Our “Choose Your Own Adventure” series on Discord is back on track! For those unfamiliar, it’s our long-running series of stories where Discord members vote on how the narrative unfolds. We’ve already implemented some details from these stories into the game, and we use this format to test lore for upcoming in-game quests. Link to Discord channel where the adventure takes place - ⁠CYOA channel [https://discord.com/channels/1037510064333926402/1105098025627562014] maxchill’s Streams maxchill’s art streams have returned! These streams are typically scheduled for Fridays (with some exceptions, occurring at least biweekly) from 17:00 to 19:00 GMT+2. You can watch the streams at WalkScaper Twitch Channel [https://www.twitch.tv/walkscaper] You can opt-in for notifications for streams and adventure posts on Discord here - ⁠WalkScape roles channel [https://discord.com/channels/1037510064333926402/1071182476405383229] # More technical explanation of the optimizations Also, some people said they’d be interested in an even more technical explanation of what was covered in the last development blog. I posted about this on r/FlutterDev, and if you were one of the people who were interested, check it out here: r/FlutterDev post [https://www.reddit.com/r/FlutterDev/comments/1gh4hqi/how_i_optimized_my_flutter_game_engine_load_times/] # Until next time That’s all for today! Thanks again for joining, and hopefully next devblog, we’ll have something to show about the Gear Sets. The engine optimizations don’t make too exciting devblogs, but these have been some very important changes to our tech, and I’m happy that we’re almost there with the upgrade. Keep walking, and remember to stay hydrated! ❤️

DevBlog #44: Post-Syrenthia Notes with floursifter

https://lemmy.world/post/19431637

DevBlog #44: Post-Syrenthia Notes with floursifter - Lemmy.World

Wave 3 Reminder: WalkScape Invite Wave 3 is currently on-going. You can gain access instantly by supporting us on Patreon [https://www.patreon.com/WalkScape/posts] or Buy Me A Coffee [https://buymeacoffee.com/walkscape]. You can also apply for beta access on our portal [https://portal.walkscape.app/], we will be inviting people from those applications over the invite wave period. Wave 3 will last until 6th October and everyone supporting us during this period will receive access to the WalkScape for whole Closed Beta time. More information on how to play WalkScape can be found on our website - https://walkscape.app/help [https://walkscape.app/help] It’ll take about two hours for your invite to show up, and we know of a bug on some devices where you need to sign in and out of the portal for the invite to show up. We’ve accepted many thousand applicants this wave and are doing all we can to make the beta as open as possible. We are super appreciative for supporters as you are helping us make some critical hardware improvements and expand the team. Code generation and compilation has been our #1 time sink on the code side to this point, and this month that should improve a lot due to better hardware. If we accepted your application, the best way you can help us is to spread the word if you are enjoying the game! ### Syrenthia Patch Recap August 20th marked the end of the team’s Syrenthia era. This update was a huge culmination of work that we announced at the end of March, and has been the team’s sole focus since May. We hope everyone is enjoying the achievements, PFP customization, consumables, faction reputation, 11 locations, job boards, friends system and other things that have been added in the past couple of months. The Not a Cult team is pretty happy with the state of the update, and especially that nothing was so broken to allow some of the team could take a break for a week after the convention to rest and recuperate. I’m hoping to have a little break once we get further into wave 3! As a brief summary of current known issues, which will be fixed in the coming weeks: - Walkpedia is not loading on some accounts, generally for players who played early on and did several types of activity cancelling that were incorrectly tracked back in the day. I highly recommend checking out the Wiki [https://wiki.walkscape.app/wiki/WalkScape:_Grind_by_walking!] and Interactive Map [https://map.walkscape.app/] to fill any needs caused by this outage. - Some Android Devices have a setting that is causing the in-game popups showing what you received while you were gone to not appear. This is different by device, but try to not disable animations on your phone if this is happening to you and you want to see what you received. Functionally, this bug should not impact your gameplay. - There’s some visual issues with consuming one consumable at a time. Also issues with consumables automatically turning back on when restarting an activity. - Text search boxes are a bit weird. Manually backspace your searches for now instead of using the “x”. - Faction reputation rounding strangely if you are doing activities that grant faction reputation as a reward from completion. - Some minor localization errors. (read more below) ### Mini-Roadmap There were several development shortcomings that plagued us during August that are our #1 priority to address. To start, the localization library we were using for the game completely broke a week before the Syrenthia release. The memory issue we faced necessitated a move to a new localization library, and we lost the ability to hotload/OTA localization in the game in the process. We were hoping to have some languages available in the game on the release of this patch, but this temporary disaster made it so that we could barely have English available on the release date. On top of this, WalkScape was originally designed to be developed by one person, and now that we have four people constantly working on the game there have been some serious lessons learned. Long story short, we are going to completely change how the content of the game is managed and developed. The end goal is to allow us to share art, text, and game content together as a team in near-real time. This re-design will also let schamppu and myzozoz work on longer term feature projects while maxchill and myself release regular content updates, by allowing us to exclude larger features from being pushed as part of the beta app. With the internal tooling improved, maxchill and I will likely be able to add some small content here and there during the rest of the QoL period. This is going to take some time to accomplish, and the first big thing we want to knock out besides the internal tooling rework is a pedometer rework to fix losing steps while losing connection to the game or swiping away too fast. Once we get past that, we will start on a broader activity rework, travel + 1 queue, gear sets, and other improvements that have been discussed. The TLDR mini-roadmap is: Code - Internal tooling - Pedometer rework - Broader QoL features Content - Small updates to Syrenthia - GDTE update We aren’t quite sure how long the internal tooling and pedometer rework will take, so we will release another roadmap once we have a better estimation of the time those activities will be required. We’d also love to hear content suggestions for the GDTE update! ### Balance Thoughts and State of The Game Job Boards I am fairly happy with how this featured turned out besides the normal quality tool tasks. Funnily enough, these tasks are way better for newer players who are progressing naturally through the content, but really difficult for late game players to complete. Overall, job boards are meant to sink USEFUL materials from the game, and normal quality crafts are the opposite of useful. These can be sold for money, and the job boards will only ask for better quantities. I built a balance tool for calculating the job board tasks and what it’s rewards should be before designing this feature. There’s a few that missed the mark due to poor assumptions like not being able to wear conservationist gear underwater. I was also always rounding up, which made a punishing breakpoints on fine material tasks at low quantities. I’ve adjusted this a bit and a few jobs will change (sweet kelp, etc.) Consumables I am also fairly happy with consumables during the early and mid game. However, they need communication in the tutorial at some point. There’s a lot of useful consumables in the early game like cooked shrimp and nettle tea that have gotten missed by most accounts in Wave 3, so when we rework the tutorial this is a priority for highlighting. Consumables are an odd feature to balance between the multiplayer and single-player versions of the game. Some players have claimed that the consumables feel too weak to pursue, and here’s my counter-points: - Players are getting the “full” experience rate from cooking fish and dishes, and the benefit for another skill from using the consumable. - If the benefit for the other skill approaches the steps you took making the dish, cooking becomes a “free skill”, and consumables would be worth near nothing. - If the experience rate was lower, hardly anyone would engage in the cooking system in the future single-player offline version of the game. - The end goal is that fine materials for cooking and fine consumables are being used at a 100% rate in the game, and that players are generally buying consumables to have a high percentage consumable consumption uptime. There’s been some minor side points that I haven’t seen a lot of discussion points on: chest finding is now connected to insanely strong consumables and direct experience gain through the chest-exclusive consumables and memospheres. I’m curious to see what strategies and tool loadouts this encourages once we get later into the game. I do hope to continually connect Cooking with the rest of the game loops, similar to how it is a critical part of the Crafting process in Syrenthia. Having one of the best fishing and foraging tools locked behind a decent cooking level is good for the game! Faction Reputation and Region Chests This was by far the most undercooked feature of the update, as it was designed and implemented in the last few days before release. Expect some changes here to many of the region chests and faction reputation rewards going forward, but I’m happy with some of them! Thanks for the discussion and feedback on several of the rewards. Syrenthia I pushed Syrenthia to be 6 locations instead of 4 halfway through the design process and I think the area feels much more substantial now. Now, it also has plenty of room in the future for activities in the Hunter skill among other possible gathering skills, and the area opens up interesting possibilities for other Underwater areas around the map. Random Thoughts - There’s significantly more incentive to leave the KaFF triangle (Kallaheim - Frusenholm - Frostbite) area sooner on your account than before the Syrenthia patch, which I think is a positive - Looking forward to what I can accomplish after the activity rework - this is going to be the basis for many more complex interactions and future skills in the game - Making predictions about the player economy is fun, but I can’t wait to see it in-person and start gathering data to balance the open beta launch Closing Thanks for reading along. In two weeks, you can expect Schamppu back with a convention recap and hopefully some more insight on our progress on the mini-roadmap above. Stay hydrated, and stay moving!

Welcome to WalkScape's Lemmy community!

https://lemmy.world/post/19277739

Welcome to WalkScape's Lemmy community! - Lemmy.World

Hello! I was asked to create one here on Lemmy as well, so here we go! We already have our hands full with our other communities, so I can’t promise that I’ll be as active here, but I’ll do the best I can. The best place to ask for any urgent help about the game and our most active community is on Discord. Some useful links and information here: Official website [https://walkscape.app]. Has links to Discord and to our newsletter among other things. How to sign up for closed beta & FAQ [https://walkscape.app/help]. FAQ has actually some important questions answered, so I recommend to check it out! How to support the game [https://walkscape.app/support]. This game is entirely community funded with no publisher or investors. Supporting us helps us to scale and make awesome stuff faster! WalkScale Portal Community [https://portal.walkscape.app]. This is our official Reddit-alternative to post bug reports and talk about the game. Youtube introduction video where I explain the game [https://youtu.be/RjaQeb5Rapg]. Important! The current Closed Beta wave ends on October 6th. If you support the game before that, you’ll gain access immediately. If you beta application gets accepted during the wave, you’ll also gain access. Access to the game that has been granted at any point of Closed Beta will remain until Open Beta when everyone will gain access to the game.