新的巴罗创伤网站和蒸汽页面

大家好!

事情正在顺利滚动 - 我们收集了2018年欧洲游戏连接最佳PC铁杆游戏奖,而蒸汽发布日期越来越近,巴罗创伤蒸汽页面现在终于了。看看它,一定要希望列出我们!

我们现在也有一个新的网站,致力于巴罗创伤,在那里你会发现所有关于游戏的最新消息。我们将定期在新网站上的博客上发布关于游戏的Steam版本将有许多有趣的新功能。

与新的网站,这个博客将更新一点定期,但一些检查后,看看我们可能有在工作!虽然这个网站正在经历一个安静的咒语,你总是可以找到关于巴罗创伤和SCP-CB的最新在我们的不和谐,论坛和推特。

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张贴在巴罗创伤和标签5 评论

十月 9, 2018

雷加尔里斯

campaignmap

市场活动模式改进

我认为,我#8217,会稍微更新一下我们#8217对广告系列模式所做的更改(以及一些也影响其他游戏模式的事情)!

您可能已经注意到,当前的竞选活动相当赤裸裸。就个人而言,我#8217;m对它是如何工作的一切都不满意:感觉就像一个接一个地玩随机任务,唯一的主要区别是潜艇、物品和人物的变化是持久的。但是,#8217,我们还有很多事可以做!我们的主要目标是给球员一个更好的进步感,让它感觉他们#8217;通过日益具有挑战性的领域和任务逐渐前进,最终实现最终目标。我们 #8217也希望让欧罗巴感觉更像一个活生生的、呼吸的世界,#8217受玩家行为的影响。至于我们如何#8217,下面#8217一些新的和即将推出的功能:

新地图

The Aphotic Plateau

竞选地图 #8217不仅看起来更好,#8217一些变化,应该让事情变得更有趣。地图由 6 个同心环组成,每个环代表一个不同的生物群系(稍后将对此进行更多介绍)。玩家进入的每个连续环的难度增加,使得子和船员升级成为玩家冒险的更深。最终目标是使它进入地图的中心,并生存一个字面和隐喻潜入[REDACTED]的心脏。

Lava vent

生物群系

Europan Ridge

有6个不同的生物群落群系 #8217,有各种布局、植被、生物和环境危害。例如,热液废物充满了声纳破坏的隔热生物、强水流和熔岩喷口,大空虚是一个开阔的空间,玩家必须避免浮冰块和大型掠食者,而欧洲盘海脊是密集的较小的生物,植被(包括锁住潜艇的植被)和隧道太窄,潜艇不适合在里面。

Water currents

请注意,这些图片中的许多精灵不是最终的:

Sonar flora

阿福蒂高原

熔岩喷口

欧潘岭

水流

声纳菌群

·\n

新事件系统

在上一篇文章中,我提到了经过全面修改的事件系统,我们可以更好地控制给定回合的难度。以前,怪物产卵(和产卵位置)基本上是随机的,如果你幸运的话,有可能通过高难度的水平,甚至没有运行到一个单一的怪物。有了新的系统,我们可以保证你将面对不同的挑战,在每个级别。现在事件的工作方式与左4死#8217类似–当你手上已经满是攻击性海洋生物或火时,它可以延迟额外的随机事件,或者当一切进展顺利时,制造新的挑战顺利。不过,#8217,但这个新系统仍然相当随机,所以这个新系统 #8217并不意味着你#8217;当灾难性的破坏淹没了潜艇时,你免受额外的怪物攻击,也并不意味着当你被随机灾难轰炸时"#8217,一切都在掌控之中。

简而言之,现在给定级别的难度对游戏有更显著的影响。

动态世界

Military outpost concept art

最初,殖民地只存在于地图的外环上,研究前哨、军事前哨和前哨散布在下一个内环周围,而老板、自然地层和遗址则进一步占据着环。当玩家探索后续的环时,有可能在新宣称的地点建立新的前哨,以及向外圈进一步过渡的殖民地逐渐过渡到殖民地。那里还有#8217,叫做"#8220",繁殖的frounds_#8221;那里有大量的野生动物和老板怪物。位于活跃繁殖地旁边的前哨基地可能会遭到海洋生物的攻击,如果玩家不#8217,不帮助他们阻止攻击,#8217,它有可能被覆盖,变成一个无人居住的地方,直到它被回收#8217。

Mining outpost concept art

虽然动态变化的位置没有#8217,现在对游戏没有如此明显的影响,当位置只是菜单,可能有些可租用的字符和可购买的物品,它会有更大的影响,当我们实现_#8230;

Habitation outpost concept art

可探索位置

军事前哨概念艺术

采矿前哨概念艺术

居住前哨概念艺术

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  • 发表于巴罗创伤19 评论
  • 九月 19, 2018
  • 雷加尔里斯
  • 巴罗创伤:状态更新 +#038;蒸汽释放
  • 过去的方式由于做一个博客文章,并给什么 »#8217;与巴罗创伤是怎么回事的状态更新!
  • 尽管缺乏重大更新(在博客和游戏上),今年发生了很多事情。关注 GitHub 存储库的人员可能已经注意到了我们过去一年中一直在开发 #8217 的分支。#8217,在开发版本中有很多新功能和变化,在接下来的几周里,我#8217,将发表更多关于它们和未来事情的博客文章。但是,作为一个挑逗,这里\#8217;一些即将推出的功能(一些已经实现):
  • #8217,更贴近SS13’的卫生系统。支持诸如肢体特定损伤(如肢体损伤,降低运动速度的断腿)、过量、毒药、解毒剂、感染、成瘾、心理健康问题#8230;一切都是高度可定制的,因此我 #8217渴望看到哪些障碍可以做到这一点。
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New Barotrauma website and Steam page

Hello everyone!

Things are rolling along swimmingly – we collected the Best PC Hardcore Game Award in Game Connection Europe 2018, and the Steam release date is getting closer, with the Barotrauma Steam page now finally up. Check it out and be sure to wishlist us!

We also now have a new website dedicated to Barotrauma, where you will find all the latest news about the game. We will be posting to the blog on the new website regularly about many of the interesting new features that the Steam version of the game will have.

With the new website, this blog will be updated a little less regularly, but do check in later to see what else we may have in the works! While this site is going through a quiet spell, you can always find out the latest about both Barotrauma and SCP-CB on our Discord, forums and Twitter.

Really looking forward to seeing where this goes and what kind of stuff you’ll come up with. :)

November 19, 2018

Regalis

Game Connection Europe 2018 Development Awards

Hello everyone! We’ve got some good news, Barotrauma has been nominated for Game Connection Europe 2018 Development Awards in multiple categories. If you want to help us win the People’s Choice Award please give us a like here:

sonar_ss1

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October 9, 2018

Regalis

I thought I’d make a little update about the changes we’ve been doing to the campaign mode (+ a few things that also affect other game modes)!

As you may have noticed, the current campaign is quite bare-bones. Personally I’m not satisfied at all with how it works: it feels like playing randomized mission rounds one after another, with the only major difference being that the changes to the submarine, items and characters are persistent. But there’s so much more we could do with it! Our main goal has been to give the player a better sense of progression, to make it feel like they’re gradually advancing through increasingly challenging areas and missions towards an ultimate end goal. We’ve also wanted to make Europa feel more like a living, breathing world that’s affected by the players actions. As to how we’re doing this, here’s some of the new and upcoming features:

New map

stats

The campaign map doesn’t just look better, there’s been a few changes that should make things a lot more interesting. The map consists of 6 concentric rings, each representing a distinct biome (more about that later). Difficulty increases for each successive ring the player passes into, making sub and crew upgrades a necessity the deeper the player ventures. The end goal is to make it to the center of the map, and survive a literal and metaphorical dive into the heart of [REDACTED].

There’s 6 distinct biomes, with different sorts of layouts, vegetation, creatures and environmental hazards. For example, the Hydrothermal Wastes are filled with sonar-disrupting sessile organisms, strong water currents and lava vents, the Great Void is a wide-open space where the player must avoid floating ice chunks and large predators, and the Europan Ridge is dense with smaller creatures, vegetation (including ones that latch onto the sub) and tunnels too narrow for the submarine to fit inside.

 

New event system

With the overhauled event system I mentioned in the previous post, we have much better control over the difficulty of a given round. Previously the monsters spawns (and the spawn positions) were essentially random, and if you were lucky, it was possible to pass a high-difficulty level without even running into a single monster. With the new system we can guarantee that you will face various challenges in each level. The way the events work now is somewhat similar to Left 4 Dead’s AI director – it can delay additional random events when you already have your hands full with an attacking sea creature or a fire, or create new challenges when everything is going smoothly. There’s still a fair amount of randomness though, so this new system doesn’t mean that you’re safe from additional monster attacks when a catastrophic breach has flooded the sub, nor that you will be bombarded with random disasters when you’ve got everything under control.

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Dynamic world

Initially, colonies exist only on the outer rings of the map, with research outposts, military outposts and outposts scattered around the next inner rings, and bosses, natural formations and ruins occupying the rings further in. As the player explores subsequent rings, there is a chance of new outposts being created at newly claimed locations, as well as colonies further towards the outer rings gradually transitioning into colonies. There’s also locations called “breeding frounds” which host large numbers of wildlife and boss monsters. Outposts situated next to active breeding grounds may get attacked by sea creatures, and if the player doesn’t help them deter the attack, there’s a chance that it gets overrun and turns into an uninhabited location until it’s reclaimed.

While the dynamically changing locations don’t have such a noticeable effect on the gameplay now when the locations are simply menus with possibly some hireable characters and purchasable items, it will have a much greater impact when we implement…

Explorable locations

Military outpost concept art

Mining outpost concept art

Habitation outpost concept art

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September 19, 2018

Way past due to make a blog post and give a status update on what’s going on with Barotrauma!