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Dev Diary 8 - Online Multiplayer

[p]Hello! It has been some time since we last spoke. Since then, we have been working on preparing content for the initial Early Access version. We have also conducted both internal and external testing on the content and have already been fixing issues found and changing features, mechanics, and content based on feedback. In short, we are moving forward, and the pace is getting faster by the day.[/p][p][/p][p]Today, however, we wanted to take a brief look at the online multiplayer aspect of the game. With our previous title, Dysmantle, we only had local co-op. With Steam Remote Play, you could play it "remotely" with your friends in some sense. Things will be radically different with Dysplaced as we've been building proper online multiplayer functionality over the past two years.[/p][p][/p][p]So we did what any developer with their own engine would and started developing networking and online capabilities from scratch. The end result is impressive and runs smoothly even at this stage. Now, I won't lie, it has taken a lot of sweat and tears to get to this point, but we can finally show off some multiplayer footage. You can find it below. This was a two-player session from which I captured the footage just this week.[/p][p][/p][previewyoutube][/previewyoutube][p] [/p][p]Once a player has finished the intro sequence, they can initiate multiplayer from a campfire. You can either host a server or join another player's game. You will be able to use an existing character to enter another person's game. However, if you had a super high-level character and you joined a first-timers game, your damage output would get automatically lowered to match the highest available damage for the server. Damage limitation is to prevent any issues with game progression. While we have a vast world for you to explore, certain bottlenecks and checks must be encountered in a particular order by the players. We may make this an optional setting in the game for daredevils within the community, but this is something to consider for later.[/p][p][/p][p][/p][p]Between bouts of adventuring, you can re-enact your favourite scenes from the "greatest anime betrayals of 2025" reel.[/p][p][/p][p]Regardless of whether you are playing single or multiplayer, you will go through the same handcrafted open world and story. The primary difference between single-player and multiplayer games is the number of enemies. Some enemies will only be spawned by the game when the number of players is above a certain amount. The multiplication of enemies doesn't mean that we have just copied and pasted them and called it a day; instead, these enemies can have their own patrol paths and vantage points from which to prey on the players. Most of the work we're doing will focus on two-player co-op, but we'll also try to adapt it for three- or four-player co-op as well.[/p][p][/p][p][/p][p]Explosive barrels make a comeback and offer avenues to bash that pesky archer whose arrows you've had to dodge for the last few minutes.[/p][p][/p][p]Multiplayer will, of course, utilize Steam servers on the Steam version. There will be no "live service" component requiring a constant connection to our servers or anything similar. You host the server at your own leisure, and that's it.[/p][p][/p][p]We are still refining the options for connecting with other players. Currently, there are several options available: joining via Steam Friends, using a Game Code (a numeric code, similar to the one used on Switch), joining via a Steam lobby, joining a random (open) game, and direct IP. We're not 100% sure which methods will be available in the end. You can comment on your preferences in the comments - which way you prefer to connect to a friend's game?[/p][p][/p][p][/p][p]Having a friend in tow can really speed up dismantling of buildings and gathering those rare materials.[/p][p][/p][p][/p][p]So that's it. We will likely delve deeper into some of the technical details later on, but we wanted to provide this overview first. If there is something that has left you puzzled or sparked your curiosity in other ways, please ask in the comments, and we'll do our best to answer to the best of our ability. We're hoping to start testing the multiplayer component in the near future, but the exact date is still to be determined.[/p][p][/p][p]You can apply for a testing slot here: [/p][p]https://mailchi.mp/10tons/dysplaced-testing-signup[/p][p][/p][p]Note: The testing slots are limited, so applying does not guarantee a testing slot, as there are already ~1,000 applicants.[/p][p]

Till next time!
-Haz[/p]

Dev Diary 7 Character Creation, Graphical Additions and UI stuff.

Welcome to this installment of Dysplaced Dev Diary! Our last diary was just before the holidays; we have been working hard since returning from vacation. We are currently at the stage of playtesting the early access content and constantly tweaking and improving things. It looks better by the day, but testing always takes time, especially when testing a more open game with expanded traversal options. I could have a whole diary dedicated only to how the jump mechanic is my greatest ally and worst enemy simultaneously, but I digress.

[h3]Character Creation[/h3]

Instead, we are going to look at character creation. We received a lot of feedback on our last project that this was a feature that people really wanted, and while we couldn’t implement it then, we did say that it was something we’d like to do in the future. We have spent a lot of time tinkering with and testing a model that works for us, and this is the end result. Well, it is still a work in progress, but you get the idea.



Here is the first look at the UI. I’ve made an example character that looks like he’d be a natural with a crowbar. You can choose between two body types and five faces per body type. There are currently 28 different types of hair and 10 facial hair choices, so you should have a good amount of freedom in choosing how you want to look in the game. The color palette for hair color is set to a few predetermined colors, but it is not set in stone. Is this something you’d like to see either expanded or changed? Are there some other things you’d like to us to answer about this feature? Feel free to ask!





There will be ways to change your looks after you start the game, so you don’t need to be stressed about creating the perfect character from the get-go.

As I mentioned back in Dev Diary 2, Character creation synergizes with NPCs, as we use the same tools to set up their visual looks. This will ensure that you will meet a variety of different-looking folks along the way. Here is a small snapshot showing a variety of possible NPCs. Mostly, I just wanted to take a picture showing some of the clothing options available and have characters in some cool poses. Something possibly dangerous is just outside the picture frame.




[h3]Graphical Additions[/h3]

We have added distance-based fog to the engine. As the game has much more verticality than Dysmantle, you can also see a lot farther than in that game. Fog is used both to create ambiance and as a method to stop older hardware from catching on fire. I think it gives this Quarry a more mysterious look. The fog is colored differently depending on the time of the day.



Coming back from Dysmantle, the ambiance overrides. Some places, objects, or situations call for a dramatic change in lighting. When you get near one of these strange pylons (it looks menacing, doesn’t it?), you will immediately notice the shift in vibe and likely think that this thing might just be a vessel of eternal evil or something like that. Distance to these objects of malice will have other adverse effects as well. It also seems like someone is trapped in there, requiring a rescue operation!



[h3]UI & Combat Additions[/h3]

You might have noticed some UI elements in the last few shots, but here, I have a clearer picture and will go through some things that might have been missed. In the upper left corner, you can see your HP bar and buff icons from the meals that you have eaten. You will also get a notification about these in the upper-middle portion of your screen. On the lower right, we the minimap, your coordinates, and your current location. You will see your equipped weapon and shield in the lower right corner. Shield is equipped in a slot, automatically put away, and taken back out if you change between single-handed and two-handed weapons. Above those two are your belt items. They are considered quick-use items that you can use via shortcuts and usually offer help in tough combat situations. We have a classic healing potion and a rock sling on display here.



If you are engaged in battle, a stamina bar will appear with some important shortcuts you should keep in mind if you want to survive. You can block with both shields and weapons. The grade of your shield will dictate whether any damage will seep through. You can also block with weapons, but they will let a lot more damage through. However, if you time your block just right, you will execute a perfect block, negating all damage and opening the enemy to a counterattack.



Do note that electricity and water do not mix. If you see weird discharges near unexplained items, stay away!

[h3]Crabs![/h3]

Or as one user in Discord put it: “The rats of the seashores.”



Until next time!

-Haz

Happy Holidays from the Dysplaced Team

Festive tidings from the Dysplaced team! We didn't unfortunately have time to write a full-fledged dev diary to end the year, but we decided to show up some of the stuff we have been making, and I will be offering some light commentary. Progress is steady, tasks on the work board are getting done, and we are hitting some critical internal milestones in the year's final quarter. In short, all is well, but project-related technical speak is pretty drab and dry, so let's get on with the show.



Cave geography and overall lighting have undergone some revisions from the older version, meaning that they are a lot more fantastical to traverse and battle in. This cave is home to some nefarious-looking humans, and it looks like a battle is imminent.



However, venturing into the depths of the earth can prove to be a lucrative proposition as rare ores and other exotic materials can be found in abundance. Just be careful not to delve too deep. A pickaxe is required to mine hardier minerals. It can be used as a weapon, but being a hefty, two-handed *tool*, you have to be sure when to strike, as a poorly timed attack might leave you vulnerable.



While some mysteries are afoot, such as "Where did all this junk come from?" It is easier to brainstorm with a friend. As we've mentioned, Dysplaced will have online multiplayer. Development on the multiplayer component is very time-consuming and offers some challenges on a weekly basis, but we are getting there. I can't wait to showcase it to you folks! Do note that the players themselves most likely built the campfire, anvil, and workbench, as I don't remember putting them there.



Of course, we understand that not everyone wants to keep their precious crafting stations or... uhh, campfires under the blue sky. It is pretty fast and straightforward to build a dwelling for yourself. As houses in the game world have multiple stories, we felt it was only fair to let you also build yourself a home with multiple floors.



I think it is no big surprise to anyone that you have to fight against that thing at some point. Check out that rad sword too!

See you next year!

-Haz & Whole of 10tons

















Dev Diary 6 - Delay, Destruction and Daylight

Hello and welcome to this installation of Dysplaced Dev Diary. Today, we are going to examine some of the new destruction possibilities available in the game and some other fun stuff we have been cooking up since the last one. But before all that, we will discuss the Early Access release schedule.

Initially, we aimed to release the EA version on Steam at the end of 2024, but that was always an optimistic target. After reviewing our progress, we've adjusted the target to 2025. While we can’t give a hard promise, the first half of the following year looks favorable as a target. We will keep you posted. Thank you for your patience and support!

[h3]Destruction[/h3]

As fans of Dysmantle know, destroying things is fun, and destroying buildings is even more fun! With the advent of multi-storied buildings and roofs, it became apparent that the old destruction system wasn’t up to snuff and had to be developed further. Earlier, we used a simple “parent-child” system for situations where, for example, you had stuff like plates on a table. This ensured that the plates would be destroyed when you destroyed the table. While the system is still in use today for simple interactions, it is not well suited for structural calculations of a two-story building. We did some tests early on to check for viability, and it took me something like 20 minutes to do the parenting for a small house. It's not the best use of my time, to be honest.

The new system automatically checks for walls, structural supports, and roofs above floor bases. So when you start destroying walls under it, the roof or upper floors will be destroyed piece by piece. Some of these floor bases will be intangible and invisible, working as helper objects to extend the behavior to structures without precise floor levels, such as walls with walkways and other smaller structures.



Do note that in the GIF I have removed the transparency from the roof you would have when inside the houses to better visualize what happens to the structure. I also wield a dev axe that destroys everything in one hit to save your valuable time. Visuals aren't also final so if some particle effects seem weird, that is why.

There are some limitations to destructability, however. When demolishing a multi-story building, you must start from the top floor and work your way down. This includes smashing any furniture left on the upper floors as well. In short, this approach worked the best and had the fewest possible issues downstream.



In this GIF I turned the roof hiding on. It will likely have a slight fade-out time in the final version.

Also, not everything will be destructible in the world. As we did previously, some walkways and pathways necessary for the player to traverse the game world will remain invulnerable. Most likely, houses inhabited by NPC characters will also remain indestructible. You are a hero, supposed to help these people, after all.

[h3]Daylight[/h3]

It is exceedingly complex to find a good word for light that starts with “D.” Anyhow, I wanted to talk about improvements to our lighting in the engine and all the shots are from night time. Sorry. Previously, we had a hard limit on how many lighting objects could be in a single chunk (the map consists of square-shaped chunks; not all chunks are loaded simultaneously, only those nearest to the player). Typically, our lighting setup had one directional light, simulating sunlight and perhaps some glowing objects every now and then. Now, we can use more lighting objects per chunk, with the only limit being performance. This allows for more varied ambient lighting and enables us to use lighting to create a certain mood for any given place. Some objects of interest will have slight lighting objects to draw your eye, while some areas of nature will have complementary lights. It is all stimulating and, above all, looks fantastic.



We also know that some of our fans use older hardware, so we have categorized lighting objects into essential and non-essential. This means that only strictly necessary lights can be shown if need be for the health of your computer or device.



[h3]Distance[/h3]

A common complaint with Dysmantle was the lack of view distance, which made some players feel claustrophobic. We have been tweaking our engine and are experimenting with farther distances. While this example won’t likely be the end result, it should give some idea of what it should look like. Performance issues must be considered, so unfortunately, for some devices, the camera will inevitably end up closer to ground



[h3]Drumsticks[/h3]

Last but not least, we added chickens. It always bugged me that although the player found a lot of eggs in Dysmantle, there weren’t any egg-laying animals around besides vultures. You will most likely run into a chicken in villages where they reside by a coop and produce eggs at intervals. Of course, there will be wild chicken as well. White meat can be acquired by slaying chickens, which will allow for meat-based meals other than those made from red meat.



That is that, until next time. I will leave you with some more night time beauty shots.

-Haz



























Dysplaced Dev Diary 5 - Variety of Adversaries and Mechanical Talk

Hello, and welcome to another Dysplaced Dev Diary. It has been some time since the last installation, and in the time between, we’ve been swamped with work. We have a good grasp of what we want (and are able) to include in the Early Access version of the game and are currently working hard on creating the content and adding missing features. We are getting closer, but much work still needs to be done to reach our goal. We envision three islands at the Early Access launch and will expand on that after the initial launch. If you want to have a look at one of the islands, you can check it out in a previous dev diary here:

https://store.steampowered.com/news/app/2430390/view/3747616710719998441?l=english

Onwards to today's main topic:

[h3]Adversaries[/h3]

As for today, we will look at some of the adversaries you will face in the game. This will not be an exhaustive list but more of a general overview. We will start with the completely natural wild boar (the implication being that there might also be an unnatural boar). In our last title, there weren’t too many animals in the open world, so it was necessary to spice up the wildlife a bit. The wild boar will generally run away from you, but if you manage to wound it enough, it will stand its ground and fight back. Regarding survival and resource mechanics, the boar will at first be a good source of meat. With the correct skill, you are able to use more of the pugnacious pig, gaining access to hides and bones. There have been no sightings of a boar coupled with a meerkat yet.



Next up is a human. While you will undoubtedly meet some friendly folk along the way, these two are baddies. As you might be acutely aware, humans are able to utilize a variety of different weapons in combat. While we originally tried out a system where you could have wildly differing equipment loads on an enemy, we decided to use a “class” based system instead, as the player can recognize different enemy types better with just a glance. These two are Cultist Initiates, which is the lowest rung step on the hierarchy of, well, the Cult! What exactly this organization is up to is a mystery to be revealed. In combat, these initiates will try to get near you to utilize that stone dagger in deadly melee combat. They can dodge out of harm's way if you try to mount a full frontal assault, so keep wits about you lest they catch you off guard. Expect other cultist classes to be more challenging and exhibit ever-deadlier weaponry.



After humans, we will delve into humanoids. These three are part of the Nyghtmare, a faction of sorts. I’m being vague on purpose on the specifics, but they are also on the lower end of the threat level. On the left, we have a few examples of the common shambler. It is very aggressive but also has a one-track mind, so it doesn’t care for its own well-being after seeing something it wants (to chew on). The Guardsman possesses cunning talent with weaponry and a big sword to boot. These fellows do offer a true fight and come in a few different variants, some even sporting shields.



As I mentioned, this was just a tasting to whet the appetite. There will be formidable boss enemies to offer climactic battles and test your mettle as an adventurer. I am not allowed to show these, however, so this is more of a confirmation that there will be some tough fights ahead of you.

[h3]Miscellaneous Ramblings[/h3]

While we have had a couple of updates focused mainly on the fighting side of things, we haven’t forgotten about crafting, resource collection, and various side activities. For fans of Dysmantle, getting permanent stat increases from eating food is back, but in a slightly different form. Previously, when you ate something for the first time, you gained a boost in HP or a modifier of some sort, such as dodge roll speed. However, the downside was that you really had no real reason to ever make that dish again, as it didn’t confer anything other than HP, and there were a lot of ways to heal in that game. The dish didn’t exist as an item but was consumed when you did it.



Now, we have “itemized” food dishes so you can have them in your inventory. Even better, they are stackable, so you might have ten pieces of grilled meat that you can freely munch on if you are low on HP. As an earlier dev diary mentioned, they might also confer timed buffs. However, this time around, you are also using these items as a currency in the skill tree. A skill conferring permanent +HP might “cost” three grilled meat. So, in this sense, it is valuable to keep cooking as you get instant benefits from healing, timed benefits from buffs, and permanent benefits from skill increases. We have also reformated the skill tree into different sections and given it more structure overall, but it is still WIP.



Altogether, different resources such as plant matter, ores, and food materials will be used to purchase skills. We tinkered with the idea of using skill points, which you would receive per level up. Still, there were too many cases where the player could accidentally build their character "wrong," locking themselves out of necessary items and then having to grind for those points. The current iteration works like this: you need some stone and wood to learn how to make an axe, and you gain new skills to unlock per level. We are still tinkering with different ideas, but this is how things currently stand. Also, speaking of stone, it is now considered an early material that you can break and gather within a few hours. A welcome change from how it was in Dysmantle.

Half of the office is already on summer vacation, and the rest of us are leaving next week. We’ll be away for July and return refreshed and ready to continue the development process in August. Hopefully, you all have a great summer. See you later.

I will leave you with a collection of screenshots showcasing some areas in the temperate biome type, which we haven't shown much yet. Enjoy.

-Hazamuth