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[WIP] Rymdresa by Morgondag


Morgondag
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  • 2 weeks later...
  • 2 weeks later...

That is awesome. I remember seeing the project when there were only a planet and no clue on what type of game is it going to be. Forgot about it and now bam! It is kinda similar to the one I am working on tho yours has much better exploration/adventure experience.

 Hha, Cool!! Still working on improvements  :)

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Hello!!

It's going well with the iPad-beta! 

We wanted to inform you something really exciting (Greenlight-thingy, greenlight-thiingy)! RymdResa is now on Steam Greenlight! The PC/Mac-version is in alpha right now. You can Vote for us here:
http://steamcommunity.com/sharedfiles/filedetails/?id=214106532&searchtext=RymdResa

In addition to that we also have released a new website for RymdResa!! RymdResa got a new home!! You can visit the new home here:
http://rymdresa.com//

 

And here is a new trailer you can watch as well (RymdResa - Features):
http://www.youtube.com/watch?v=UPEqkAmm_Go#t=1

 

New Site:

webpage.png

 

We are making some changes to the message system in RymdResa!
The old message system was built around sharing player-messeges in the RymdResa space. Messages that other player could see if they were at the same coordinates as the person who sent the message. But we also wanted to share these space-messages on twitter. 
There were several problems with this approach. First of it broke the emersion. RymdResa is a lonely experience and we want to keep it that way. Sending all player-messages to twitter didn't really workout either. During a test we sent all the messages to a unified Twitter account, but it would be much better if we could share them directly to the players own twitter feeds, but then we would need to build authentication/login and handle all that on or server. 

Previous flow was:
user send msg -> server - other players screen/ twitter-> homepage.
Players could choose to send a message into space. This message was shown on the screen of those players that were on the same coordinates as the player who sent it. The message also displayed how long the player who sent it had survived and what ship they had.

New flow is:
user send msg -> server - > other players -> create message pod ingame 
user dies - server -other players -> create dead ship.

Players can choose to drop a message pod at their current position, this will cost some spacepoints. 
If another player finds a message pod they can get some spacepoints and read the message.

When a player dies in space, a dead ship will be left in that position. Other players can go there and see how long the player survived and have a small chance to find an item.
The new message system takes more consideration of making message a part of the game universe, integrating them directly into the game. Tweets are fun but didn't really serve any value to the gameplay. Adding dead players helps creating more depth to the universe of RymdResa. You can of course turn of this feature in the game options and choose to play offline. This message system will be developed for the iPad, PC, Mac and Linux versions of the game.

 

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chaptersbild.png

 

Chapter 1 – Hope
Your home is gone. Exterminated. You will never be whole again. Your soul is crushed.
But not your head, not your body. You need to find a new habitable planet for the survivors.
That is your mission, an impossible one. Your only reality. Is there any hope? Search!
 
Chapter 2 – A new home
A new planet. A new beginning for your species. Make your home flourish! Gather!
 
Chapter 3 – Nether Space
Only the bravest one can survive in nether space, where the dangerousness is greater than ever.
Travel beyond the knowledge itself and find wonders and myths among the threats of space. Explore!
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  • 3 weeks later...

RymdResa got greenlit last week! We want to thank everyone that have voted for the game.


You helped us to make this possible. We are truly grateful for your wonderful support! 


 


screenshot_41.png


 


Last  week we released a new patch for the iPad Beta.


The patch contains some bug-fixes and following features: 


  • A new Item Type Orb (will later be locked to chapter 3). 
  • A new Map  (will later be locked to chapter 3).
  • New Message system with message-pods.
  • New buttons and options. 
  • New Travel-Status Collection.
  • A new smooth camera (desktop only, sorry iPaders). 
  • 20 new messages to death screen. 
  • A new danger: robotic turret. 
  • Some more legendary/crafting unique stats! 
  • 10 new Galaxies to explore. 
  • Exploration of dead players. 
  • Editable touch-controls in options. 
  • An increased zone size by 25% 
  • Refuel Station charge circle, now follows the ship's' position. 
  • Shorter distance between mission coordinates, in chapter 1. 
  • Graphics and images optimization. 
  • Better chance to find items.
  • No more button placement restrictions. Happy placement! 
  • Unlocked landscape mode: right, you can now rotate the iPad when playing.
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An in-depth explanation to the item system in RymdResa.

 

General

Every ship has six base item slots ( and two unlock-able slots). These can 

equipped with items you find in the game. Some of these items will require a 

certain ship others a free to use on any ship.

 

1.png

 

Items affect your ships statistics like: percentage to find items, quest bonus, 

speed increase, visual effect and shop styles. Some items have special properties 

that can affect your ship even further.

 

2.png

 

Quality

Every item has a quality level that range from useless to legendary. Finding 

an item with higher rank yield more and higher statistics bonus some only 

available at high level. Higher ranked items have better visual style ranging 

from only two colors to six colors items. Every item type have around nine to 

twenty icon styles per rank. With over 500 total icons in game.

 

3.png

 

Item types

Engine

Have the highest potential of increasing your speed more than any other item types.

 

Style

Change your ships visual style and layout.

 

Follower

Change the visual style and layout of your following arrow.

 

Aura

Generates an aura around your ship.The color is randomly generated for every aura. 

The brightness of the aura is based on the item quality, better items emit 

stronger colors.

 

Custom x2

Custom items have a good overall stats increase, often they are without ship 

requirements. These are the most common item found in RymdResa, but finding 

a good one can be hard.

 

Shield

Unlockable in chapter 2.

Shields protect your ship from harmful impacts. Taking a direct hit in space 

lowers the shield but you won't lose any valuable resources. The shield 

recharge rate vary from item to item. The color of the shield works just like 

the aura. Better item quality means more shield power and faster recharge rate. 

Be aware thought some hazards might break through your shield!

 

Orb

Unlockable in chapter 3.

Orbs rotate around your ship often increasing stats like item finding and 

resources. Orbs live a life off its own and reacts when you take damage 

or find something good. Each item has a random chance to increase different 

type of statistics off your ship like acceleration, resources, quest bonuses.

Legendary items can have special properties changing the fundamentals of an 

item. Finding an legendary item is extremely rare.

 

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Finding items

All items can be found from exploring, quests, special objects, shops, 

crafting, directly found floating in space and from using special items. 

Some items might even be guarded by rock formations or worse!Certain dangerous 

zones have a higher chance of spawning better items.

 

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Consumable items

Apart from equipable items in RymdResa there is consumable items. These

items can only be used once after that you need to find another one, 

but you can carry a big amount of each. You have 4 active consumable 

slots on your ship these items can then be used in space. Most of them 

are made to help you on your journey others might even be used as currency.

 

6.png

 

A special consumable item used for fast travelling home in chapter 

two and three. Have a small chance of overheating and warping you 

someplace else!

 

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Crafting

RymdResa has a minimal crafting system that revolves around throwing items away.

Once your inventory fills up you can't pickup more items. But you can destroy

them and in return get some "scrap-points". How many points you get per item

varies depending on the quality, rareness and statistics of the item. When

you reach 1000 scrap-points you a crafted item is created. The crafted item 

can be any type of item. These crafted items have a the potential to be

almost as good as legendary items. Often better then unique items, they 

also have the same chance of a mysterious stats like legendary items have. 

These items cannot be found in space.

 

May the luck be with you!

 

8.png

 

Here are some examples of items and their effect on your ship:

 

A crafted brown aura with a good amount of extra resources as bonus.

 

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A legendary style! This item have the mysterious stat "Black Widow" 

turning your ship into a special style and some huge set stat bonuses.

 

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Items fill an important role in RymdResa especially if you want to 

travel longer distances without dying. Happy hunting! 
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  • 2 weeks later...
  • 2 weeks later...

cool! I can feel the "spacey" atmosphere by seeing the visuals.. when i play the video and starting to hear the music, the sound kind a embrace the visuals of this game..
It's fascinating to know that we can push html5 up into this points.. Keep up the great work Morgondag!

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  • 2 weeks later...

Loving the retro visuals, very unique. Can't wait to get my hands on this game :)

 

Keep up the excellent work and thanks for sharing the process, always nice to see how a game evolves

 

cool! I can feel the "spacey" atmosphere by seeing the visuals.. when i play the video and starting to hear the music, the sound kind a embrace the visuals of this game..

It's fascinating to know that we can push html5 up into this points.. Keep up the great work Morgondag!

 

Whoa! I had seen the trailer a while back and showed it to my friends as well. I had no idea that the game was HTML5! I *love* the art style, I really liked the website too :)

 

Thank you guys! Means a lot for us that you like it!  :rolleyes:  :)

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  • 3 weeks later...
  • 6 months later...
The work with RymdResa has been rather slow the last couple of months. We have done some freelance work and stuff to keep the boat floating. But RymdResa, our baby, has ofc always been in our hearts and minds; we just haven't have the time to keep up our wanted workspeed with it. But now we're very happy to reveal that Vendela will work full time with RymdResa, and only RymdResa until it's released.

 

What we do right now:

★ Designing chapter 3.

★ Updating the steam version.

★ Planning the release, milestones and deadlines + future patches.

 

We have also added some new cool consumable item-types (in fact there are 18 new ones). Here's two of them: 

 

item2.png

 

item1.png

 

Here's a sneakpeak on the others:

item3.png 

 

We have also added loads of new graphics, there is now 250 space-objects to explore! 

 

This week we've mostly worked on project planning; scheming out a proper workflow with deadlines and milestones; hoping to release RymdResa early next year. RymdResa is part of our every-day life, and we truly love it. We're both working really hard to get it out to you as soon as possible. But we won't release until we feel ready. It's important for us that the game match our vision completely before we do. 

 

Today we sent our first newsleter Do you also want them? Sign up on our homepage: http://rymdresa.com/

 

Some screenshots from today:

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  • 2 weeks later...

Hello everyone!! 

Right now we're:
★ Writing diary pods to chapter 2 and 3. 
★ Painting graphics to chapter 3.
★ Improving the zone-system. 

We have a lot of writing to do including exploring quests and diary pods for chapter 2 and 3. The

diary pods tells the story about the Pilot. They're fragments that forms answers about the Pilots'

past, present and future. The diary pods for chapter 2 and 3 will be voice acted by Eric Reed.

Eric Reed did the voice acting for the diary pods in chapter 1 as well.  

 

We're revamping the zone system with a new and more dynamic algorithm. Previously we had a

combination of haversine formula and simplex noise, creating a radial universe that stretched to

infinity. Now we're building a more on-request formula with possible seeding support.

 

We have also revamped our internal tools. Now we can very easily add support for new stories,

features and zones, on the fly. We've also painted some debris that will be dangerous for the

player in chapter 3. Take a look: 

 

junky.jpg 
 

By the way, below are some pictures from our trip to Swedens' biggest  mountain Kebnekaise. 

It's important for us to go outside our own world sometimes, and search for new impressions.

New impressions keeps us motivated and inspired in our work!

 

kim_kebnekaise.jpg     vendela_kebnekaise.jpg

Love,
Morgondag
Kim & Vendela

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Hello everyone, hope you all have a nice weekend. 

 

This week we've:

★ Done some narrative writing.

★ Submitted RymdResa to IGF.

★ Implemented a new notification system.

★ Implemented some new cool gas clouds, creating some depth in the RymdResa Space.

★ Improved the zone-system.

★ Optimizing build script for Mac-version.

 

The work with RymdResa this week has gone well. We've implemented some new coolish gas clouds,

just floating around in space, doing their thing, adding to the atmosphere. You can see an example below:

 

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We've also worked with a new notification system this week, giving the player better feedback when playing.

The notifications now appear in the left corner of the screen, telling about new item findings, how many years

spent in space and so on.

 

Furthermore we've submitted RymdResa to IGF 2015, thats a bit exciting!!  :D

 

And by the way, we're supporting Diversi. A very important project. Read more!

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This week we've worked on the mac version of the game. We still have some performance problems

left to deal with when it comes to retina displays and some minor window issues.

 

We also work on some of the details in our design-tool to control how rare or at what condition an entity

in space can be, this works together with our new zone algorithm to spawn areas in space. One of the

key reason why we want to have this done before the release is so we can simplify the process of adding

new interesting content to the game even after the release. Space is big and there is a lot of opportunities

to create and design more content. 

Empowered and inspired! 

 

Some zones will be more dangerous than others, but will contain better items. With a better zone-system

we want to give the player more strategy-choices and a more interesting space, containing many secrets. 

 

We've as well worked on the three chapter's' different profiles, and how the gameplay is different in these

chapters, and made a concept for a new trailer regarding this.

 

10421437_10204879177526645_4255741143374

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