Just wanted to jump in here with a new update.
(This is not a new beta download)
I know my consistency with keeping up with my deadlines is not entirely awesome, but know it is for the best.
Today I thought I would explain the lights you see every now and then.
Currently in BETA the lights serve next to no purpose, turning the lights off does nothing for you.
When I originally planted the lights there, I had 1 in 3 ideas that I wanted to choose from which include;
- The lights being on at night would attract monsters, making them deadly beacons for the player.
~ Technically this is still a possibility.
-OR- The lights would be off initially, and it would be up to the player to turn them on before night time.
~ This is a completely pointless task, and can be done pretty easily.
+ Keeping the lights on will spawn more monsters during night cycles. You will notice during night, the game will tell you (monsters and items repopulated.)
Which is indeed what happens. I also noticed that with all the lights on, you can move outside with relative ease.
So there was no reason to turn them off, because all it did was make the game harder. So this idea puts a yin to a players yang so to speak.
They can effectively tweak the difficulty by adjusting the lights.
~*Mission Update*~~ As I started Realm, as like many other choices, I had multiple ideas of what the player would go through playing the game.
As a consequence, the missions become increasing difficult to create as I progress. I had a rough idea, but creating it is a different story,
literally. And with the introduction of vehicles, I need to actually create instances in which the player would actually find it good to use one.
I am now entering the "ending" phase or should I say, last third of missions.
~*Multiplayer Update*~~ Things seem a little quiet for the second player? In release you will be able to read through the same mission dialogues.
I also plan on adding a signal of sorts, to warn the 2nd player that player 1 is about to bite the dust.
~ A commonly voiced concern is p2p communication, due to all the menu systems for player 1.
Right now I'm at a long road with this,
I can change the crap out of wait times for menu's and such, but that only haphazardly deals with the issue.
My second issue is a matter of time, will I even have time to fix this by my actual deadline, I have no clue.
+ Currently I'm thinking of using a "talk mode" Which will remove ALL menu's that provide options for the player.
Since in reality, if someone knows what they are doing, they would know the options A and B exist at certain places.What do you think of these ideas? Are they worth putting in? Please let me know.
I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.