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Posted: Sun May 26, 2013 6:58 pm | |
Is the skill system going to be pretty close to Atonement, then? Also, I see no "no" to shotguns!
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Posted: Sun May 26, 2013 7:20 pm | |
I wanted to tie fricken lasers to fricken gato heads.
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Posted: Sun May 26, 2013 7:37 pm | |
Skills are going to be identical, with the exception of no SMG skill and butchery will be somewhat significantly expanded since animal meat will be a viable food source.
Shotguns are something we're looking into.
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Posted: Mon May 27, 2013 4:21 pm | |
What sort of animals can we expect?
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Posted: Mon May 27, 2013 5:19 pm | |
How was scavenging changed again? And tech, for that matter. I forgot, and I've no idea where in the forums the changes were mentioned
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Posted: Mon May 27, 2013 5:31 pm | |
We're mostly scrapped the idea of converting all scavenging to cluster objects. It turned out to be so impractical that those who suggested it were never heard from again...
The technology is pretty much what people know from Atonement. We're not designing thousands of new objects and hundreds of crafts, we're just providing a new story and setting to the framework of the game.
When we tried to make an all new and original game from scratch some months back, people just kept quitting. You'll recognize most of the crafts and basic objects from Atonement, as well as much of the wilderness. Think of this as a hindsight-assisted rendition of what we think Atonement should have been, dressed up in a new setting.
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Posted: Mon May 27, 2013 5:35 pm | |
throttle wrote: |
we're just providing a new story and setting to the framework of the game. |
Not to mention an actual game/RPI to play.
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Posted: Mon May 27, 2013 5:35 pm | |
And an all new town! Rust itself is 100% original.
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Posted: Mon May 27, 2013 6:50 pm | |
So we will be dealing with 'gatos and skimmers again?
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Posted: Mon May 27, 2013 7:20 pm | |
I think we'll at least rename the mobs. We might also add some new ones and/or remove some of the less interesting kinds.
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