Piratesoftware interview 2024-12-13: Difference between revisions

From Dune: Awakening Community Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 37: Line 37:
* Not pay-to-win. Conan exiles did have battle pass, but it was all cosmetics. Not Joel's philosophy to implement P2W
* Not pay-to-win. Conan exiles did have battle pass, but it was all cosmetics. Not Joel's philosophy to implement P2W
* The money people at Funcom listen to the devs. (e.g. having different cultures of Conan inspire their cosmetic packs)
* The money people at Funcom listen to the devs. (e.g. having different cultures of Conan inspire their cosmetic packs)
* Base Raiding - Bases have shields. So long as they are powered, they will not be vulnerable
* A large shield can build up static and overload a base shield. In the Deep Desert, for a brief period after a specific large sandstorm, base shields can be knocked down temporarily.
* These base storms are randomised, and specifically configured not to affect when people are not online (e.g. when people in a region are normally asleep)
* Base raiding is not encouraged in the game, kicking down other's sandcastles does tend to make a community toxic
* PvP is meant to be opt-in, where both parties consent, and not
* There are small PvP zones in Hagga Basin. These places are marked for Kanly - Shipwrecks (the Right of Salvage applies)
* There are more quests/contracts than an open survival sandbox, and a Journey that follows character progression that the player can drop in and out of.
* The main story follows the character's purpose on Arrakis
* The two PvE "dungeon" types are abandoned Desert Imperial Testing Stations, and Shipwrecks that have
* Shipwrecks have fallen from the war of assassins
* An explanation of the eco labs in the lore, as the Fremen open them up. They are like  vaults from fallout - abandoned, varied, some taken over by slavers, some overgrown and with different experiments. Each is a break from the usual desert, and have their own little story

Revision as of 15:49, 13 December 2024

On 2024-12-13, well-known Twitch Streamer and game dev Thor (PirateSoftware) interviewed Joel Bylos, the Creative Director of Dune Awakening

  • Using a Game design document, Funcom are using Confluence for Dune.
  • The general creative direction process for the game - letting directors have their own speciality/niche and all agreeing on direction
  • Joel's history with Dune, from the books, the old Dune games and movies.
  • The Funcom CEO being a huge Dune fan too, wanted a new project, then reached out to Legendary
  • The beta discord has a Worm survivor support group channel!
  • We start in Hagga Basin, behind the shield wall, which is somewhat safer than the
  • In the beta, there are large guilds and solo players - the game can support both styles of play.
  • Originally the game started out as a single world with server meshing, but changed given technical requirements
  • There is no building in the social hubs. Hagga Basin is persistent and permanent, Deep Desert fully resets and changes weekly.
  • Deep Desert is full open PvP, only take what you want to risk.
  • There is an idea to create the "Coriolis Race" - a standard MMO pattern of activity from the weekend, down.
  • The Coriolis storm happens on a Tuesday Night.
  • The Cartography system can be used for players to create their own maps every week of the deep desert, and share it between their guilds or trade it
  • There is a Scanner, which can highlight resources marked on the map. By default not all resources are shown.
  • The Deep Desert has new eco labs, rock islands, shipwrecks.
  • At mid-week, guilds would be scouting out the Deep Desert, setting up bases
  • The Landsraad asks guilds to perform tasks, and then vote to implement a server rule for a week
  • Joel wants a third faction, which is planned. Potentially not until after launch
  • An example Landsraad rule is 25% reduced crafting costs for the winning faction for a week
  • The deep desert does not have full loot drop, but "The Right of Salvage" could implement full loot for a week
  • Loot Rules - Players drop a percentage of resources. All Spice and Solaris. Normally no other players can loot this though, even in a PvP Zone
  • The Sandworm threat should remain even into late game.
  • The traversal in the game should go from on foot, to on ground vehicles and then in flying
  • Discussing the change of gameplay styles with flying vehicles
  • The (Deep Desert) is mostly empty sand
  • There is not a custom change to map (e.g. player-made markers) but it was discussed but was pushed out of scope for launch
  • The doors to the Deep Desert eco labs may be locked at the start of the week, but then unlock after a certain time, to prevent the first-come-first-served advantage
  • Levelling up - spending skill points on skills and technology points on technology
  • But Unique Schematics have limited uses (once, for example)
  • An example: In one week, an ecology lab has a special limited unique lasgun schematic. It respawns once an hour for a week before it goes away for a month. About 50 drops per week, until that eco lab comes back (random chance), whoever loots the schematic corners the market for it for that time.
  • As an organisation runner, there isn't much to automatically prevent insiders, deliberately to encourage Dune Intrigue
  • There is a permissions system within bases to restrict access to chests, doors etc. Guild leaders can lock everyone out to prevent it, if they're paranoid
  • The monetization model (which Joel isn't meant to talk about). One time fee, no subscription, and followup transactions.
  • Not pay-to-win. Conan exiles did have battle pass, but it was all cosmetics. Not Joel's philosophy to implement P2W
  • The money people at Funcom listen to the devs. (e.g. having different cultures of Conan inspire their cosmetic packs)
  • Base Raiding - Bases have shields. So long as they are powered, they will not be vulnerable
  • A large shield can build up static and overload a base shield. In the Deep Desert, for a brief period after a specific large sandstorm, base shields can be knocked down temporarily.
  • These base storms are randomised, and specifically configured not to affect when people are not online (e.g. when people in a region are normally asleep)
  • Base raiding is not encouraged in the game, kicking down other's sandcastles does tend to make a community toxic
  • PvP is meant to be opt-in, where both parties consent, and not
  • There are small PvP zones in Hagga Basin. These places are marked for Kanly - Shipwrecks (the Right of Salvage applies)
  • There are more quests/contracts than an open survival sandbox, and a Journey that follows character progression that the player can drop in and out of.
  • The main story follows the character's purpose on Arrakis
  • The two PvE "dungeon" types are abandoned Desert Imperial Testing Stations, and Shipwrecks that have
  • Shipwrecks have fallen from the war of assassins
  • An explanation of the eco labs in the lore, as the Fremen open them up. They are like vaults from fallout - abandoned, varied, some taken over by slavers, some overgrown and with different experiments. Each is a break from the usual desert, and have their own little story