Gameplay Improvements, And Some Soul Searching
[p]Dear Ghoul Hunters,[/p][p][/p][p]Happy Autumn! I have received some great feedback lately, so I added some gameplay improvements to Tunguska: The Visitation.[/p][p][/p][h2]Improvements[/h2]
[/p][p][/p][h2]Soul Searching[/h2][p][/p][p]With that out of the way, I was reflecting on Tunguska 1 and thinking how to make the sequel better. There has been a lot of comparison between Tunguska 1 and other games, such as:[/p][p][/p]
[/p][p]The much larger, less crowded maps of Tunguska 2 allows me to incentivize exploration, and with exploration, comes risk and reward. During normal state of the world, players will discover lots of environmental story-telling, numerous hidden side quests, and loot/hoard to their hearts content. [/p][p][/p][p]And then when the Whitefall hits, the world turns deadly, with undefeatable Dimensional Beings roaming around, their Shadow approaching and engulfing the map, and the player must stay hidden from them while combatting empowered mutants and other fully armed humans, managing resources to survive the extreme cold, and finding the most treasured artifacts - the reason everyone puts up with the Zone. And then at the end, fight their way to the extraction point before it's too late. [/p][p][/p][p]This is the core experience I really want to deliver in Tunguska 2: Whitefall. Does it sound familiar to you? Have you played any game that feels like it? Let me know, maybe they'll inspire me :)
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- [p]Fixed a bug where if you crouch next to any of the large size enemies (like Scythe), he can't see you no matter when and where.[/p]
- [p]When you see an item to a trader, that item will now be available for buy back until the trader's inventory is refreshed. For a higher price, of course.[/p]
- [p]In Slaughterhouse mode, each time you complete a wave, the item unlocks for that wave will now show in your journal. This way you can open your journal and refer back to the list. The list can be empty for a wave that's too short to have any unlocks.[/p]
- [p]The pistol next to Artyom is now a special one, "Artyom's Pistol". If you take it, you can now give it back to him in the dialogue. And then later when you are interacting with him again for a side quest (not gonna spoil anything here), you'll get a new dialogue branch that is affected by your earlier actions. I did this to add a little more player agency.[/p]
- [p]STALKER (obviously)[/p]
- [p]Project Zomboid (for the top-down view and survival aspect)[/p]
- [p]Fallout (for the UI, dialogue, and RPG elements, and of course the top-down perspective)[/p]
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