Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
2) No. They made it pretty clear that having Fragmented up during development for The Repop will help them generate revenue for said development.
3) Both games will share features and stuff. No, nothing has been announced in terms of dropping the old concepts. In fact, they specifically said they were redevelopping TR completely in the new engine, and so far TR has always been about stuff like sieging, etc. so I expect them to be in at this point.
2) It will be available to anyone. We'll initially be inviting previous Repop owners in to test the game. Once we feel the game is stable and ready for players we'll open it up to everyone else.
3) There are a lot of similarities between survival games and the MMO version. We found that the harvesting system, the basics of crafting (though Repop will be more complex), the action mode combat, chat, inventory, vehicles, pets, could work well with both genres. We have to build those systems for Repop, but Repop also needs other things (like cross-area transitions, banks, quests, NPCs, etc) on top of that.
We started building Fragmented when we realized there would be no quick solution for the current issues, and there may never be a viable one. We realized that if we were going to need to find a way to buy out of our contract we would need money. We didn't feel comfortable with continuing development on Hero Engine during the downtime because we realized there was a good chance that code woulds never be used, but we didn't want our team to spread in every direction and break apart while we sorted out a gameplan. So that's where Fragmented came in. We could use the same assets, set it in the same world, and start developing it during the downtime. If the issues could be resolved, we could put it on hold, finish Repop, have some of the team finish it afterwards. If the problems were not resolved (and we feel like we gave ample time for this to happen) we could ship Fragmented, and use it as a base for building UE4 repopulation. In essence it allowed us to keep actively developing while a solution was being sought. Our view was to get Fragmented far along, and when it is, if there is not a resolution, we'll port Repop over as well using it as a base.
So we're now at that point. Fragmented is already close to feature complete. It's weeks away from opening up to testing and almost everything on it's required feature list is already functional. So what happens next? Well Fragmented will start testing with Repop players, and then it will open to everyone. We'll use that period to work out any kinks we find in server performance, find exploits, and get the modding kit released. Once we feel it's stable we start implementing the MMO specific features for Repop. Work will continue on Fragmented, but most of the features that get added to it will also be features that will also go directly into Repop. The main difference between the two will be the focus. Repop will be focused on more players, and more complexity to the systems. Fragmented will remain the more simplified survival systems. Both versions will support player created servers and modding.
As for features, the core features of the HE based Repop will make it into the UE4 based version. But as we're doing it we'll also examine those systems and streamline them. It's a lot easier to streamline some things when other systems haven't yet been built on top of them. Sieging will definitely be in Repop though. And I have to say I'm really enjoying attacking structures in Fragmented right now. It's a lot of fun watching buildings crumble.
One other bit on the why separate the products question. We did consider originally just making them a single product and using mods to select the functionality between the two. But in the end we just thought it would be very confusing for players and introduce a lot of extra bulk that may not be needed. So decided to split them apart and make them cousins.
Also, I gotta ask: Fragmented -- assuming with the UE4 engine there will be mod support?
I don't know if he misspoke or not, but it also sounded to me like he was saying private servers are planned for both.
As far as mods, in the same sentence above where JC mentioned player-created servers, he wrote that mod support is in the plans for both, though from what I've read in various threads, it sounds like it won't be in the initial release.
https://www.therepopulation.com/index.php/news/275-the-future-of-the-repopulation
Both will support modding and player hosted/modded servers. There will be official servers for both of course, as well.
oh wow. that sounds pretty outstanding!
so basically, the Repop client is going to connect us to your official full on persistent MMO world, but it will also allow us to make our own custom (albeit smaller) worlds that can be played with the same rules and systems. Alternately, we can also customize/mod/change those rules for unofficial worlds/servers into whatever the mod tools can do?
That sounds both ambitious and amazing. I am eagerly awaiting this.
You can't yet! Keep an eye peeled, they will announce when it will be available :)