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It was great to reveal the game finally. We've been developing and preparing since the start of 2023, so it was great hitting the first milestone, the reveal!
I thought it would be proper to create a post that sums up some of the discussions we've had with people on Discord and in other avenues of communication during the last 24 hours, so that's the topic of this post!
[b]What type of game will Dysplaced be at its core?[/b]
It's a relaxing open-world RPG game with elements from survival, building, and crafting genres. It is a refinement or evolution of Dysmantle mechanics, where the resources are a needs to an end.
[b]Will this game have player need meters (hunger, thirst, energy) like in any other "survival" game - or will it be like Dysmantle?[/b]
In this regard, like Dysmantle. No hunger/thirst mechanics are planned at this point. People seemed to like it that way in Dysmantle too. You'll only get stronger with food & other concoctions.
[b]Is it Dysmantle 2.0[/b]
It falls into the same genre, and the goal is to hit the same "more relaxing" type of vibe inside the survival genre, as showcased in Dysmantle. So it does show its ancestry in more than a few ways. However, our goal is to create new gameplay systems, worlds, and mechanics that will make the title it's very own product.
[b]Are you gonna be able to break stuff like in Dysmantle[/b]
Yes, you will be able to get break stuff. There'll be a lot of abandoned villages and other structures to scavenge in addition to natural - and unnatural - resources.
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[b]Will it involve a more detailed base-building mechanic?[/b]
Yes! Base building is most likely going to be more prominent, and we're currently envisioning the player would have to build multiple bases/settlements around the map, so that would be one resource sink that doesn't really exist in Dysmantle.
Also, in the current plans, it's unlikely that your camp/outpost/settlement would be razed to the ground behind your back. Again we'd like to offer mostly empowering things instead of coming back to a bunch of ruins or constantly stressing about the things you build.
The camps may offer benefits when you're in their area of influence based on what you built in that camp. You'll most likely have several camps instead of one because of this. You may need to build new camps to "conquer" new areas.
However, a lot of this is still being explored in the design, but the main goal is to provide a positive, approachable, and enjoyable building experience.
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[b]Will there be a jumping mechanic?[/b]
Jumping is confirmed! This is mainly because the terrain has more features, so jumping comes in handy in many cases. Also, it feels fun to jump over small streams and such in our test environments.
[b]And climbing?[/b]
You can climb up the stairs, up a ladder, up a hill. But probably no rock climbing. We are still fine-tuning our new physics implementation so things may change.
[b]Are there classes? Like warrior etc.?[/b]
In the current plan, there would not be strict classes, but it would be more about what you equip.
[b]Will Dysplaced have some connections in lore with dysmantle?[/b]
Maybe...
[b]I’m hoping for some long-term goals you can work towards, like the Ark in Dysmantle. Will there be things like that?[/b]
Yes, we plan to have some long-term goals that manifest in the world itself. One long-term concept is that you'd build stuff to "reconnect" the lost exiles in the world on the brink of doom. This would be achieved by building the necessary roads, outposts, and other infrastructure. Again, a lot of this is still on the planning board, but in any case, our goal is to have such features.
[b]I hope when it gets released, this game will have better "unstuck" mechanics than Dysmantle has.[/b]
We'll try to achieve that. There will likely be something else instead of pills. Perhaps an emergency teleport spell...
[b]Will it have NPCs?[/b]
NPCs will be in! However, there will not be branching discussion paths with the NPCs or romance or anything you might find in a Bioware game. Maybe expect more Zelda-like NPCs instead. The protagonist is most likely silent.
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[b]What kind of co-op will the game have?[/b]
The co-op will be online and shared screen - whichever you prefer. Co-op at the moment is targeted for two players.
[b]What would be the EA launch date?[/b]
Late 2024 earliest, might be later.
[b]Will it be on iOS?[/b]
At some point. However, the primary platforms are PC & consoles.
[b]Will it have guns?[/b]
Not directly, but there are probably spells that shoot magical projectiles of some sort. Can a magic missile be considered a gun?
[b]I'm curious about the combat - will it be as rigid as in Dysmantle?[/b]
We'll try to improve the combat according to the feedback from Dysmantle. We hope to have something better but not too complex, as this is not a fighting game - fighting is only one of the gameplay elements.
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[b]Is the main map bigger than in Dysmantle?[/b]
Most likely, at least somewhat larger. How much depends on a lot of moving parts.
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[b] Is this game going to share Dysmantle’s legacy of no microtransactions other than expansion packs?[/b]
We have no plans to introduce microtransactions into the game. Base game + potential DLCs - that's most likely going to be it as far as we can see it.
[b]Will the game have character customization?[/b]
Yes, there will be a character creator!
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