@Noxywoxy I wish you the best my friend! Thank you for the incredible 10 years journey and good luck for the future ❤️
My promise to you is to take care of Hytale the best I can and keep it as a true passion project, lifted by the community you help us all build through the years.
🫡
New crafting/progression will take a while to kick in, but will be introduced gradually so we can polish some of it as we go. It will fundamentally change the game, so we can't just flip a switch. Especially given our situation, the game is still using old-world gen, so there will be a transition period where it's a bit unbalanced/odd, until we get that clear move to world-gen v2.
Imagine if we want to make Thorium rarer, but it's kinda too late with world gen v1, so there's this weird balance going on. We have solutions, but it's just this awkward situation we are in as we design the game, and Hytale is already a very complex puzzle to solve to begin with.
The goal of Chapter 1 is mostly to kickstart production on our end, see where we need to scale the team, and so on. Already making changes and making improvements. To give you some context and example, we had to hire a game designer a few days ago, who starts next month and will probably need another one soon. This is caused by moving developers to work on gameplay and increasing the work demand on design. As you can imagine, there are 100s of features and systems to implement in the game, and it's important to have a strong design core team that understands much of it to maintain the coherence of the game flow. At the moment, a large percentage of the design effort is spent on future crafting/progression, so it's a short-term problem. I've personally been putting in extra time to make sure we can deliver something fun, but I know it will take 2-3 chapters to get into a very good momentum where the game "clicks" for a lot of people.
Chapter 1 is meant to introduce some features/systems that will be built upon. I'm being a bit vague right now because I will share a proper teaser later, when we are further along in development. I have some very fun surprises for you all :)
looking to hire exceptional developers to reach the full potential of Hytale, flat structure, LF self-driven individuals
show me what you've been working on 👇
@danbagh@picanikgg NPC-based automation is currently being developed as part of the new crafting progression!
We will also have room for future machine/magic automation though :)
@picanikgg This part is gonna take a while, not sure we would have something like "computing" though, but automation of some sort, yes.
If anything is missing from us, let me know, but I think you can already get quite far with the game's current state.
Rendering team tripled in size and are working on major architectural changes to keep improving the performances. Its not like I can pull artists and gameplay / tools developers on this though. This is very complex work that requires deep understanding and experience. We have the makers of Sodium and Voxy in our team, I’m sure we will be able to do great improvements!
There are also major changes to the server side happening that will improve performance as well. Its an act of balance too, if we were to entirely focus on performance the game wouldn’t go forward at all, end of day we have a long road ahead of us!
That being said, most people are having good fps if they set the right settings, rendering distance is where performances tank quite heavily on some machines.
@Chayzur@TheCyberSlade you know the smart thing with hytale is, I can just give you guys the tools to figure it out while we busy and when we get to combat update we can just consult with the community and modders lol
@K4nkOOp@oweloficial Will probably do YouTube/Streams reveal of content later on, we just heavily focused on production of updates and chapters so little to no time is spent on marketing for now as I kinda don’t want people to play exploration mode just yet until we make it better