Blood Running

Blood Running

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Dead Unicorn Inc  [developer] Sep 7, 2024 @ 7:26am
2
🗺️Development Roadmap
You guys can view the current development roadmap here.

If there are any features you guys think are missing, please let me know on this post 👇
Last edited by Dead Unicorn Inc; Sep 7, 2024 @ 7:27am
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Showing 1-15 of 21 comments
inotna2001 Oct 19, 2024 @ 12:43am 
Based on game version v0.3.58
Feature ideas to add:
-Delay between weapon swapping. Heavier/larger weapons takes longer time to ready into.
-Roaming entities/patrols across the map, instead of being anchored to a point of interest(camps,settlements,etc).
-More dense trees, rocks, bushes, grass, especially in the first map.
-Entities when under fire but have not detected their target might panic and spray fire in the general direction of incoming fire, besides just running to cover.
-Hostilities and combat between opposing factions.

Suggestions:
-The skill tree is restricting.
Example: The combat tree forces player to use pistols and SMGs to progress the tree. I'm sure that the majority of players prefer using their favorite weapon type from the start instead of being forced to use certain weapon type to progress.
Example Ideas: Weapon type skills should be at the same tier. The first tier are skills that are universal usable with every weapon type, like the reload speed, accuracy, recoil control, etc. The second tier can be weapons specialization to weapon types. Though in second tier, there should not be direct damage increasing skills, weapons skills can offer even more accuracy, recoil control, faster crosshair focusing, maintain focus while moving, faster reload after kill, etc. The third tier can be skills that increase damage, but with certain conditions. Increase damage based on crosshair focus, whether moving or stationary, semi or automatic, range of target, etc. Weapon utility skills like, lighter ammo weight or increased amount per stack.
TLDR: The combat tree should be able to progress even when only using one weapon type.

Just opinions and suggestions.
Last edited by inotna2001; Oct 19, 2024 @ 12:44am
Dead Unicorn Inc  [developer] Oct 19, 2024 @ 9:58am 
Originally posted by inotna2001:
Based on game version v0.3.58
Feature ideas to add:
-Delay between weapon swapping. Heavier/larger weapons takes longer time to ready into.
-Roaming entities/patrols across the map, instead of being anchored to a point of interest(camps,settlements,etc).
-More dense trees, rocks, bushes, grass, especially in the first map.
-Entities when under fire but have not detected their target might panic and spray fire in the general direction of incoming fire, besides just running to cover.
-Hostilities and combat between opposing factions.

Suggestions:
-The skill tree is restricting.
Example: The combat tree forces player to use pistols and SMGs to progress the tree. I'm sure that the majority of players prefer using their favorite weapon type from the start instead of being forced to use certain weapon type to progress.
Example Ideas: Weapon type skills should be at the same tier. The first tier are skills that are universal usable with every weapon type, like the reload speed, accuracy, recoil control, etc. The second tier can be weapons specialization to weapon types. Though in second tier, there should not be direct damage increasing skills, weapons skills can offer even more accuracy, recoil control, faster crosshair focusing, maintain focus while moving, faster reload after kill, etc. The third tier can be skills that increase damage, but with certain conditions. Increase damage based on crosshair focus, whether moving or stationary, semi or automatic, range of target, etc. Weapon utility skills like, lighter ammo weight or increased amount per stack.
TLDR: The combat tree should be able to progress even when only using one weapon type.

Just opinions and suggestions.


Hi Inotna, I appreciate the detailed feedback.

- I like the idea of weapon swapping times, which would give more incentive to modding towards ergonomics (at the moment, it just affects reload time and crosshair readjustment).

- Enemies used to patrol a lot further, but then I ran into the problem where the player would encounter a large group of enemies with no cover. But I like the idea of increasing the density of objects like tree/boulders to compensate for this

- Panic firing is a great idea, I'll add some dialogue for that as well.

- Enemies which happen to encounter each other will fight, but as mentioned early, without roaming this is rare unless the player kites them together.

- I never thought of the skill tree that way, but you're right. I'll make sure to change it so you have the choice of weapon specialization without forcing the use of other types.

Thanks again!
Last edited by Dead Unicorn Inc; Oct 19, 2024 @ 10:04am
inotna2001 Oct 19, 2024 @ 11:36am 
Happy to help.
RageQuit Oct 21, 2024 @ 5:28pm 
Something that I would like to see would be sorting available for the inventory (if I missed this, feel free to call me a dummy :D ). Being able to sort by weight in order to dump off the things where you decide they aren't quite valuable enough to you to justify carrying would be great. If the value of items isn't hidden out in the field (or you don't care that the players know it right away) then being able to sort by value, as well as $/kg would be nice as well. Waiting to give value until the player has sold the item before would be another route that could be taken as well.

Overall, I've enjoyed the demo thus far, and look forward to seeing where the development for this goes.
Last edited by RageQuit; Oct 21, 2024 @ 5:29pm
Dead Unicorn Inc  [developer] Oct 22, 2024 @ 1:32pm 
Originally posted by RageQuit:
Something that I would like to see would be sorting available for the inventory (if I missed this, feel free to call me a dummy :D ). Being able to sort by weight in order to dump off the things where you decide they aren't quite valuable enough to you to justify carrying would be great. If the value of items isn't hidden out in the field (or you don't care that the players know it right away) then being able to sort by value, as well as $/kg would be nice as well. Waiting to give value until the player has sold the item before would be another route that could be taken as well.

Overall, I've enjoyed the demo thus far, and look forward to seeing where the development for this goes.

Container sorting is on my list, I'll try and have it ready for the EA launch. I added a skill that shows the $/kg once unlocked, so if you have that skill, I'll make sure you can sort by $/kg.
Icing Nov 11, 2024 @ 10:18am 
Is translation into other languages ​​planned?
Even if it is machine translation.
Dead Unicorn Inc  [developer] Nov 11, 2024 @ 12:34pm 
Originally posted by Icing:
Is translation into other languages ​​planned?
Even if it is machine translation.
Translations are planned for the 1.0 release.
Retro Nov 11, 2024 @ 5:56pm 
My greatest wish is for a larger, central map—a main map where factions roam freely and interact dynamically. Imagine leaving the city and exploring vast landscapes where you can witness factions fighting, hunters tracking their prey, and scavengers looting. As a bonus, I’d love for players to discover special maps that unlock new, exclusive areas accessible only by helicopter. Each of these areas would have unique missions that further enrich the dynamic world, creating a sense of discovery and adventure beyond the main hub. This setup, with a massive main map and hidden, handcrafted locations with evolving missions, would make the world feel alive and constantly expanding.
Suddenly Matt! Nov 11, 2024 @ 8:56pm 
I'd love to see crafting pull from your vault. Quests do!

Eventually, a 'pedia of some sort where stupid, basic ingame things are explained.
evilsplat Nov 13, 2024 @ 6:31pm 
Originally posted by Dead Unicorn Inc:
Originally posted by inotna2001:
Based on game version v0.3.58
Feature ideas to add:
-Delay between weapon swapping. Heavier/larger weapons takes longer time to ready into.
-Roaming entities/patrols across the map, instead of being anchored to a point of interest(camps,settlements,etc).
-More dense trees, rocks, bushes, grass, especially in the first map.
-Entities when under fire but have not detected their target might panic and spray fire in the general direction of incoming fire, besides just running to cover.
-Hostilities and combat between opposing factions.

Suggestions:
-The skill tree is restricting.
Example: The combat tree forces player to use pistols and SMGs to progress the tree. I'm sure that the majority of players prefer using their favorite weapon type from the start instead of being forced to use certain weapon type to progress.
Example Ideas: Weapon type skills should be at the same tier. The first tier are skills that are universal usable with every weapon type, like the reload speed, accuracy, recoil control, etc. The second tier can be weapons specialization to weapon types. Though in second tier, there should not be direct damage increasing skills, weapons skills can offer even more accuracy, recoil control, faster crosshair focusing, maintain focus while moving, faster reload after kill, etc. The third tier can be skills that increase damage, but with certain conditions. Increase damage based on crosshair focus, whether moving or stationary, semi or automatic, range of target, etc. Weapon utility skills like, lighter ammo weight or increased amount per stack.
TLDR: The combat tree should be able to progress even when only using one weapon type.

Just opinions and suggestions.


Hi Inotna, I appreciate the detailed feedback.

- I like the idea of weapon swapping times, which would give more incentive to modding towards ergonomics (at the moment, it just affects reload time and crosshair readjustment).

- Enemies used to patrol a lot further, but then I ran into the problem where the player would encounter a large group of enemies with no cover. But I like the idea of increasing the density of objects like tree/boulders to compensate for this

- Panic firing is a great idea, I'll add some dialogue for that as well.

- Enemies which happen to encounter each other will fight, but as mentioned early, without roaming this is rare unless the player kites them together.

- I never thought of the skill tree that way, but you're right. I'll make sure to change it so you have the choice of weapon specialization without forcing the use of other types.

Thanks again!
another way to solve the players getting caught in the open issue is to lean into the hardcore aspect and maybe add a scouting skill or cyberware and just make it clear getting caught in the openj is really bad for your health
evilsplat Nov 13, 2024 @ 6:38pm 
cyber ware being basic stat increases like other gear is a little uninspiring, maybe make them major things like abilities either active or passive but add in a medical station you have to rent back at base to swap them out and can eventually build for your self as well? doesn't make sense to just rip out your lungs on the fly without even any specialised tools. Also if you do add in abilities to the cyberware make the enemies have access to it as well, if you end up with enemies that are too unbalanced with them, just give them a nerfed or buffed version depending on the situation? That way if we fight a really difficult enemy there's that nice reward of ripping out their ability and taking it home for ourselves at the end instead of just randomly finding it on a corpse or in a container which feels less rewarding for a powerful item.
The Lil Awoo Nov 13, 2024 @ 10:39pm 
any chance for future controller support?
Vulture Nov 14, 2024 @ 7:22am 
my feedback from what i saw: add more cyberware slots (legs, skin, bones, etc!?) and make the cyberpunk stuff fun.

https://www.youtube.com/watch?v=qKOCnR8Cek4 listen to this dude.. having the cyberware giving you a real edge instead of just some modifier would elevate this game so much.

think invisibility, temporary invulnerable skin, looking through walls, run insanely fast for a short period, have your bullets curve and seek out targets, have builtin health systems, etc \o/

just my 2 cents, its your game after all, do what you want :P
Last edited by Vulture; Nov 14, 2024 @ 7:22am
GnomeSlayer Nov 14, 2024 @ 10:26am 
Do we know how many hours of story content is there? Thanks
Soviet Balais Nov 16, 2024 @ 6:51am 
Hi
I dream of a translation of the game into French ^^
Thanks for your work
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