![]() ![]() ![]() ![]() As content is released and the world grows, the number of “seats per server” will increase so the chance of encountering a player remains at the same level even though the world is larger. We will address the starting scenarios to better introduce players to the game world, even “holding their hands” for at least the first 20-60 minutes, but after that point the players will be free to explore and survive in a large and growing open world environment where dangers and mysteries lurk in unpredictable and often hard to find places. Whilst many of our reviews comment on “what do I do?” the vast majority of our players have spent hundreds of hours in the game world with some spending in excess of 1000 hours. So, we may release a DLC focussed on Survival, but it will contain elements that touch the other 3 pillars. As we deliver DLC in the future (and PDLC where applicable) we will touch on these four pillars both as the core DLC for each pillar, but also a percentage of change in each of the 4 in each DLC. Our key focus can be divided up into pillars which are: Survival, Exploration, Trading and Mystery. Part of the rethink of the Feature Set has led us to look at the games positioning in your gaming library, where MMO-Lite sits and what we offer that makes us stand out from other games on the market. Adding in a new Beta infrastructure allows us to playtest some of these new features early and work on fixes and tweaks as the features develop and ultimately will lead to cleaner update releases in the future (but we are not there yet). This is before we add in things like bug fixes, design tweaks and adjustments based on feedback. In order to deliver the existing Feature Set we have planned, and outlined as part of the new Road Map, some 7000 hours of development work remain ahead of us. Over the past 12 months we have hired a large number of engineering staff whilst keeping the majority of the art, stories and design the same, with the aim of improving on what we have. ![]() The creative core and art direction was working well, but we needed different skills around multiplayer gameplay elements, server infrastructure and a different type of “production pipeline” to accurately release frequent updates for an MMO-Lite style of experience. This had additional impact on the Shelter 3 release and the on-going support for Meadow and is a challenge to solve whilst remaining an independent developer. It became clear, and was poorly communicated at the time, that we needed to re-asses the team and hire different competencies. It may have not been explained very well at the time but we essentially took the team that had made the very successful single player focussed Shelter series and asked them to deliver a multiplayer experience. The first thing we looked at was the team. Whilst initial momentum was beyond expectation, seeing us hit the top 10 most popular games on Steam, server instability and a number of frustrating bugs showed us that we had some issues we needed to solve. The player can make story progress in this mode, despite the description saying otherwise.It has now been 12 months since we released Book of Travels, the Tiny MORPG (MMO-Lite) to early Access on Steam. Materials and Blueprints are not required for crafting, and vehicles and Seabases do not require Energy to operate and cannot be damaged. The player cannot die and does not have to worry about health, oxygen, hunger or thirst. This is a sandbox mode for players who want to freely explore and build. In addition, the player can't save the game anytime like in the other modes. The PDA will tell the player when they have low oxygen, despite the description saying otherwise. Similar to Survival Mode, but restricts the player to a single life only if they die, the game ends, forcing them to completely start over from the beginning. Similar to Survival Mode, but the player does not need to maintain their food or water levels. The player can "secure" their inventory by entering Lifepod 5, a Seabase, or a Cyclops if the player dies with a secured inventory, they will keep all the items from the last time their inventory was secured and will respawn in the last place they secured their inventory. The player can return to where they died to attempt to reclaim their lost items. If the player runs out of health or oxygen, they die and lose all of the items in their inventory. If the player runs out of either food or water, they will begin to lose health until they die. To stay alive, the player must manage their health, oxygen, food, and water levels. ![]()
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