CryoFall

CryoFall

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Cik Jul 20, 2020 @ 1:39pm
Is this game similar to...
...Salem The Game, whereby the map is enormous, one could walk for hours to establish a homestead.
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AtomicTorch Studio  [developer] Jul 20, 2020 @ 10:47pm 
I haven't played Salem, but I can definitely say that the map is massive. Simply walking from one side of the map to the other will take your half an hour or more.

There are variety of different biomes: tropics, temperate climate, boreal forest, wasteland, volcano, swamp, lakes, shores, etc.

Each of the biomes are also completely different with different animals, plants, resources, etc.

The world is quite varied and there's a lot to explore. Choosing the right location for your first base is also very important as there are different benefits and drawbacks to each of the biomes when it comes to building a base.
Cik Jul 21, 2020 @ 3:05pm 
Originally posted by AtomicTorch Studio:
I haven't played Salem, but I can definitely say that the map is massive. Simply walking from one side of the map to the other will take your half an hour or more.

There are variety of different biomes: tropics, temperate climate, boreal forest, wasteland, volcano, swamp, lakes, shores, etc.

Each of the biomes are also completely different with different animals, plants, resources, etc.

The world is quite varied and there's a lot to explore. Choosing the right location for your first base is also very important as there are different benefits and drawbacks to each of the biomes when it comes to building a base.

Thank you. The Salem Game's map was proceduraly generated, where players could walk in one direction for 2 hours to establish a settlement, with more world space to spare, as it was also pvp.

I do look forward to checking it out, as a buyer, and would love a much larger procedurally generated map.
AtomicTorch Studio  [developer] Jul 21, 2020 @ 11:21pm 
The reason we don't want to use procedural generation by default is because it simply produces bland maps with no soul. For CryoFall we want the map to feel more interesting with carefully selected balance for different areas, specific points of interest, roads laid in meaningful pattern, different small quirks here and there and so on. So, having the map carefully handcrafted with no random generation is a big plus for the game.

Size is easy. We can make a map that would take you 50.000 real time years to traverse. But would it be a good map? I don't think so :)

So rather than simply going for size, which won't even necessarily make the game better, because it would just spread the players too thinly removing any chance for interesting interactions (trade, combat, etc.) we are trying to make the map as interesting and balanced as possible.

But sure, if someone wishes to implement random generation - it is entirely possible with a mod.
Last edited by AtomicTorch Studio; Jul 21, 2020 @ 11:22pm
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Date Posted: Jul 20, 2020 @ 1:39pm
Posts: 3