Piratesoftware interview 2024-12-13: Difference between revisions
Jump to navigation
Jump to search
FlamingMojo (talk | contribs) No edit summary |
FlamingMojo (talk | contribs) 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