Imagine DayZ or Rust but you're a duck. A persistent world survival game with PVP, PVE, crafting, base building and hat wearing ducks, wielding weapons.
[img]{STEAM_CLAN_IMAGE}/44899335/3e088ebd264d053f1dd5fb3e25a4a5255533f46d.jpg[/img]
[quote]Hello Everyone,
We've had an amazing three weeks on DUCKSIDE, thanks to the hard work of our development team and the incredible success of the Steam Next Fest. With over 200,000 ducks joining the flock and an unexpected meteor collision, we've now successfully wrapped up the second BETA for DUCKSIDE.
We want to extend our thanks to all of you who participated. Your feedback, suggestions, insights, and positivity have been invaluable in helping us improve, develop, and grow the game over the last few weeks. It has been a fantastic journey working with all of you once again, and we can't wait to see you all in game again soon! [/quote]
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And of course, with the culmination the beta, we thought now would be the perfect time to share some of our plans for the future of DUCKSIDE, so today we're going to detail some of the near future development goals
[h2]Nature/Environment Art Overhaul[/h2]
We love nature, Ducks love nature, and we want to create world that both of us can (not so peacefully) co-exist in and enjoy! So with that in mind, we're currently exploring an overhaul of the natural environments on the DUCKSIDE Archipelago to both improve and build upon the visual aesthetic of the game alongside facilitating a wider range of gameplay experiences and play styles.
Something we're keen to avoid is going too realistic. The world of DUCKSIDE already has a lot of character and vibrancy, and that's something we want to maintain. Our goal instead is to flesh it out with more lush, diverse and immersive areas in keeping with the stylized look that DUCKSIDE is known for.
Below, we've shared the current art style, and a visualization of our concepts for improving the world, alongside some ideas and details about our reasoning and vision:
[b]Trees:[/b]
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[*] Lusher and darker for better composition and separation from the ground.
[*] Increased quantity, with birches for color contrast and younger trees for realism and diversity.
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[img]{STEAM_CLAN_IMAGE}/44899335/70a706ddfe3f37b727be003600fb66e4fb752dd4.jpg[/img]
[b]Grass and bushes:[/b]
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[*] More diverse grass to create a dynamic landscape.
[*] Additional bushes to complement tree compositions, especially in forest areas.
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[img]{STEAM_CLAN_IMAGE}/44899335/8ef22287c15c5a7318205d0eae1ef08962c3c6f7.jpg[/img]
[b]Cliffs:[/b]
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[*] Minimalist texture with less tiling, contrasting nicely with green grass and dark water.
[*] Rocky shores and interesting rock formations, including bridge-like shapes and tunnel-like holes for visual appeal.
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[img]{STEAM_CLAN_IMAGE}/44899335/1b2ef622c341be027ecd4948c3a9fb77d69dafc0.png[/img]
[b]Other:[/b]
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[*] Shores should be made of sand, dirt, or cliffs, not grass.
[*] Additional adjustments are planned for further enhancement.
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[img]{STEAM_CLAN_IMAGE}/44899335/07fb23fe796adfb5b0eb8708c75f2f159f5273dd.jpg[/img]
[h2]Base Defense Mechanics[/h2]
Over the course of the beta we identified that base raids were both far too common, and far too easy for anyone with the adequate firepower or equipment due to a lack of defensive mechanisms being currently available. With that, the team have begun formulating ideas for further base defense systems, starting with turrets which we hope to have implemented ahead of the next public hands on of the game. This will ensure your base remains protected even when you're not logged in.
[h2]Resource Balance Overhaul [/h2]
We are reworking how resources are gathered, spent, and valued in-game. Currently, resource prices are set around a base of 10, with items costing, for example, 15 or 40 units. We aim to adjust these prices, introducing a degree of inflation to provide greater flexibility in rewards and overall gameplay experience.
[h2]Expanded Clothing and Armor Options [/h2]
Customisation is a request we see coming up a lot from our players, so we are expanding our crafting system to include trousers, in addition to jackets, with specific attributes that will further aid players in specific situations. The main goal here is to enhance customization and make crafting prices more meaningful and balanced.
[h2]Weapon Balance Adjustments[/h2]
Nobody likes seeing every enemy kitted up with whatever weapon is dominating the "meta" at that particular point in time, so we are in the process of fine-tuning the balance of weapon damage. Some weapons will see an increase in power, while others will be adjusted downwards to ensure a fair and engaging combat experience and multiple viable options for combat engagements.
[h2]Potential New Weapons[/h2]
If time permits, we plan to introduce new weapons to the game. The specific types of weapons are still under consideration, but they will be designed to enhance gameplay variety and excitement.
[h2]Anti-Cheat Measures[/h2]
We are exploring alternate anti-cheat systems as we speak, with the aim being to provide a more secure and fair gaming environment for all players. No decisions have been made on this front, but we hope to come to a decision ahead of the next hands-on of the game for the public.
[h2]And more![/h2]
Obviously, there's much more than this in the pipeline, but these are some of our immediate focuses for the coming weeks. Stay tuned for more news on what to expect from the future of DUCKSIDE!
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[img]https://i.imgur.com/r0uXkJC.gif[/img]
Don't forget to join the conversation over on [url=https://discord.gg/2umax49Zvu]Discord[/url] and keep up to date with all things DUCKSIDE by following us on social media:
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[*] [url=https://www.facebook.com/PlayDUCKSIDE/]Facebook[/url]
[*] [url=https://twitter.com/PlayDUCKSIDE]Twitter[/url]
[*] [url=https://www.instagram.com/playduckside/]Instagram[/url]
[*] [url=https://www.reddit.com/r/Duckside/]Reddit[/url]
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Another huge thanks to everyone who took part in the beta!
See you in the skies!
- tinyBuild Riga