Wave 3 Reminder: WalkScape Invite Wave 3 is currently on-going. You can gain access instantly by supporting us on Patreon or Buy Me A Coffee. You can also apply for beta access on our portal, we will be inviting people from those applications over the invite wave period. Wave 3 will last until 6th October and everyone supporting us during this period will receive access to the WalkScape for whole Closed Beta time. More information on how to play WalkScape can be found on our website - https://walkscape.app/help

It’ll take about two hours for your invite to show up, and we know of a bug on some devices where you need to sign in and out of the portal for the invite to show up.

We’ve accepted many thousand applicants this wave and are doing all we can to make the beta as open as possible. We are super appreciative for supporters as you are helping us make some critical hardware improvements and expand the team. Code generation and compilation has been our #1 time sink on the code side to this point, and this month that should improve a lot due to better hardware. If we accepted your application, the best way you can help us is to spread the word if you are enjoying the game!

Syrenthia Patch Recap

August 20th marked the end of the team’s Syrenthia era. This update was a huge culmination of work that we announced at the end of March, and has been the team’s sole focus since May. We hope everyone is enjoying the achievements, PFP customization, consumables, faction reputation, 11 locations, job boards, friends system and other things that have been added in the past couple of months.

The Not a Cult team is pretty happy with the state of the update, and especially that nothing was so broken to allow some of the team could take a break for a week after the convention to rest and recuperate. I’m hoping to have a little break once we get further into wave 3! As a brief summary of current known issues, which will be fixed in the coming weeks:

  • Walkpedia is not loading on some accounts, generally for players who played early on and did several types of activity cancelling that were incorrectly tracked back in the day. I highly recommend checking out the Wiki and Interactive Map to fill any needs caused by this outage.
  • Some Android Devices have a setting that is causing the in-game popups showing what you received while you were gone to not appear. This is different by device, but try to not disable animations on your phone if this is happening to you and you want to see what you received. Functionally, this bug should not impact your gameplay.
  • There’s some visual issues with consuming one consumable at a time. Also issues with consumables automatically turning back on when restarting an activity.
  • Text search boxes are a bit weird. Manually backspace your searches for now instead of using the “x”.
  • Faction reputation rounding strangely if you are doing activities that grant faction reputation as a reward from completion.
  • Some minor localization errors. (read more below)

Mini-Roadmap

There were several development shortcomings that plagued us during August that are our #1 priority to address. To start, the localization library we were using for the game completely broke a week before the Syrenthia release. The memory issue we faced necessitated a move to a new localization library, and we lost the ability to hotload/OTA localization in the game in the process. We were hoping to have some languages available in the game on the release of this patch, but this temporary disaster made it so that we could barely have English available on the release date.

On top of this, WalkScape was originally designed to be developed by one person, and now that we have four people constantly working on the game there have been some serious lessons learned. Long story short, we are going to completely change how the content of the game is managed and developed. The end goal is to allow us to share art, text, and game content together as a team in near-real time.

This re-design will also let schamppu and myzozoz work on longer term feature projects while maxchill and myself release regular content updates, by allowing us to exclude larger features from being pushed as part of the beta app. With the internal tooling improved, maxchill and I will likely be able to add some small content here and there during the rest of the QoL period.

This is going to take some time to accomplish, and the first big thing we want to knock out besides the internal tooling rework is a pedometer rework to fix losing steps while losing connection to the game or swiping away too fast. Once we get past that, we will start on a broader activity rework, travel + 1 queue, gear sets, and other improvements that have been discussed.

The TLDR mini-roadmap is:

Code

  • Internal tooling
  • Pedometer rework
  • Broader QoL features

Content

  • Small updates to Syrenthia
  • GDTE update

We aren’t quite sure how long the internal tooling and pedometer rework will take, so we will release another roadmap once we have a better estimation of the time those activities will be required. We’d also love to hear content suggestions for the GDTE update!

Balance Thoughts and State of The Game

Job Boards

I am fairly happy with how this featured turned out besides the normal quality tool tasks. Funnily enough, these tasks are way better for newer players who are progressing naturally through the content, but really difficult for late game players to complete.

Overall, job boards are meant to sink USEFUL materials from the game, and normal quality crafts are the opposite of useful. These can be sold for money, and the job boards will only ask for better quantities.

I built a balance tool for calculating the job board tasks and what it’s rewards should be before designing this feature. There’s a few that missed the mark due to poor assumptions like not being able to wear conservationist gear underwater. I was also always rounding up, which made a punishing breakpoints on fine material tasks at low quantities. I’ve adjusted this a bit and a few jobs will change (sweet kelp, etc.)

Consumables

I am also fairly happy with consumables during the early and mid game. However, they need communication in the tutorial at some point. There’s a lot of useful consumables in the early game like cooked shrimp and nettle tea that have gotten missed by most accounts in Wave 3, so when we rework the tutorial this is a priority for highlighting.

Consumables are an odd feature to balance between the multiplayer and single-player versions of the game. Some players have claimed that the consumables feel too weak to pursue, and here’s my counter-points:

  • Players are getting the “full” experience rate from cooking fish and dishes, and the benefit for another skill from using the consumable.
  • If the benefit for the other skill approaches the steps you took making the dish, cooking becomes a “free skill”, and consumables would be worth near nothing.
  • If the experience rate was lower, hardly anyone would engage in the cooking system in the future single-player offline version of the game.
  • The end goal is that fine materials for cooking and fine consumables are being used at a 100% rate in the game, and that players are generally buying consumables to have a high percentage consumable consumption uptime.

There’s been some minor side points that I haven’t seen a lot of discussion points on: chest finding is now connected to insanely strong consumables and direct experience gain through the chest-exclusive consumables and memospheres. I’m curious to see what strategies and tool loadouts this encourages once we get later into the game.

I do hope to continually connect Cooking with the rest of the game loops, similar to how it is a critical part of the Crafting process in Syrenthia. Having one of the best fishing and foraging tools locked behind a decent cooking level is good for the game!

Faction Reputation and Region Chests

This was by far the most undercooked feature of the update, as it was designed and implemented in the last few days before release. Expect some changes here to many of the region chests and faction reputation rewards going forward, but I’m happy with some of them! Thanks for the discussion and feedback on several of the rewards.

Syrenthia

I pushed Syrenthia to be 6 locations instead of 4 halfway through the design process and I think the area feels much more substantial now. Now, it also has plenty of room in the future for activities in the Hunter skill among other possible gathering skills, and the area opens up interesting possibilities for other Underwater areas around the map.

Random Thoughts

  • There’s significantly more incentive to leave the KaFF triangle (Kallaheim - Frusenholm - Frostbite) area sooner on your account than before the Syrenthia patch, which I think is a positive
  • Looking forward to what I can accomplish after the activity rework - this is going to be the basis for many more complex interactions and future skills in the game
  • Making predictions about the player economy is fun, but I can’t wait to see it in-person and start gathering data to balance the open beta launch

Closing

Thanks for reading along. In two weeks, you can expect Schamppu back with a convention recap and hopefully some more insight on our progress on the mini-roadmap above. Stay hydrated, and stay moving!

  • schamppu
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    4 months ago

    I’ll be posting the new development blogs here on Lemmy. We release a new development blog on Thursdays every two weeks.