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Low-hanging Loot

[p]Hi everyone, and welcome to another Dandelion Void devlog. Today we are talking about improvements we’ve made to the looting and scavenging experience in Dandelion Void![/p]
The Balancing Act
[p]When a game is early in development like ours, we have to be careful how much time we devote to game balance. We could spend hours perfectly tuning a set of 10 weapons, but a lot of that work would be rendered invalid when we add 10 new ones. In general, it’s natural for early builds to have some balance issues.[/p][p]With all this said, when we notice balance issues significantly affecting our internal playtests, it does become worthwhile to do a quick smoothing-over pass. In particular, we recently identified some issues with our current build’s looting experience:[/p]
  • [p]Gameplay slowdowns: Any time players got to a storage area, they’d spend an inordinate amount of time going through every container with a fine-toothed comb. This significantly slowed down gameplay[/p]
  • [p]Progression pacing issues: Many players were finding some of the game’s better weapons and food within the first few minutes of their demo![/p]
  • [p]Repetition of play: Players were overly incentivized to visit the same map areas every playthrough[/p]
[p]Lots of shelves means lots of loot to go through -- for better and for worse[/p][p][/p][p]Even though Dandelion Void is in an early state and we plan on significantly increasing the pool of available items, it felt worth it to do a quick balance pass on our looting experience.[/p][p]It didn’t take long to find some elegant, fast-to-implement solutions! Our main interventions were:[/p]
  • [p]Container differentiation: We strictly limited the quality of loot from our most common containers, and created new “premium” containers with better loot[/p]
  • [p]Decayed Container Spawns: We introduced a “decayed spawn” system that adds texture through randomization of premium containers[/p]
[p]Let’s break each of these out into a little more detail:[/p]
Container differentiation
[p]In the game’s pre-alpha state, we have a few types of containers that are extremely common: the industrial footlocker, and the metal shelf:[/p][p]
Metal Shelves (left) and industrial footlockers (right) are currently some of our most common containers[/p][p][/p][p]Since these containers are themed as generic storage locations, they were given very expansive loot tables (High-quality items are underlined)[/p][p]Shelves and footlocker possible loot BEFORE rebalance:[/p]
  • [p]Weapons: hammers, metal pipes, utility knives, etc.[/p]
  • [p]Food: Chip-Chow, atp bars, Chow-Wow[/p]
  • [p]Beverage: Empty water bottles, filled water bottles[/p]
  • [p]Cleaning: Sponges[/p]
  • [p]Healing: Bandages[/p]
  • [p]Junk: All junk item types (plates, vases, bolts, calculators, etc.)[/p]
[p]In short, almost every type of item, including high-quality variants, could be found in the most common type of container. This created a homogenous looting experience where the best strategy was to go from closet to closet, combing through each shelf and footlocker until you have all of your needs met.[/p][p][/p][p]The natural solution to this issue was container differentiation: by adding new types of lootable containers and limiting the contents of any given one, we can add a lot more texture to the looting experience. [/p][p][/p][p]Using a whiteboarding program called Miro, we did an exercise where we listed each type of container (footlockers, desks, etc.) and each category of loot (weapons, food, books, etc.). We then assigned different loot categories to each container, with the quality of loot within that category corresponding to a red/yellow/green color key.[/p][p]Note that this was just a brainstorming exercise -- information above will not be fully accurate to loot distribution in the final game[/p][p][/p][p]Our goal was to limit most containers to just 1-4 categories -- the fewer, the better. We also introduced a number of new "premium" containers like vending machines, wall first aid kits, and tool chests, each of which is limited to very specific loot categories.[/p][p]With container differentiation in mind, this is what shelves and footlockers are left with:[/p][p]Shelves and footlocker possible loot AFTER rebalance:[/p]
  • [p]Weapons: metal pipes (footlockers only)[/p]
  • [p]Cleaning: Sponges (shelves only)[/p]
  • [p]"Beverages": low-quality water containers like vases, etc. (Shelves only)[/p]
  • [p]Junk: Split between the two (footlockers have industrial stuff like bolts, shelves have domestic things like plates)[/p]
[p]Note that categories like food, clothes, and healing have been completely removed from the loot tables, and the only weapon available is the weak metal pipe item. There are still some useful items to be found in generic containers for players who are just starting, but there's no longer a strategic obligation to go through every single one.[/p][p]
[/p][p]A toolchest like this one is a great place to find boxcutter knives, hammers, and other weapons[/p][p]Using specialized containers for higher-quality items adds pizazz to the looting experience; when you enter a room and see a toolchest, you’ll feel a surge of excitement at the prospect of better weapons. This also allows players to loot more strategically. Hungry? Look for a vending machine![/p][p] [/p][p]Returning to the overall issues we listed above, container differentiation significantly helps out with our gameplay slowdowns and progression pacing issues. But because the locations of our high-quality containers are manually placed in the map, it actually increased our repetition of play issue. This is where the decayed container spawns fix comes in![/p]
Decayed container spawns
[p]Those following this blog will remember that Dandelion Void uses a hand-authored map with some random elements on top. Specifically, all of the walls and furniture are placed manually by level designers, while plant growth, grime, and enemy spawns use random noise algorithms. [/p][p]This meant that once you knew where a given vending machine is placed in the map, you could head right there if you ever got hungry. This is especially pronounced because our current test map is much smaller than the final one will be. This is a big repetition of play issue![/p][p]Long-term we want to add more in-depth randomization systems for individual rooms in the map, but that will take a while to set up. In the meantime, we’ve added a much simpler form of map randomization: decayed spawns![/p][p]
The middle 2 vending machines in this test map spawned just fine; the left and rightmost ones spawned as their tipped-over “decayed” variants[/p][p]
Decayed spawns is a new system that allows furniture items to be randomly replaced in the map with another specified entity. As shown above, vending machines now have a 40% chance of spawning as a “pillaged” vending machine[/p][p]We’ve created a decayed variant for every "premium" container. Corpses can now spawn as scattered remains, first aid kits have a pillaged version, etc. Decayed variants either contain junk loot, or no loot at all! Left: a full corpse like this will typically have some useful loot on it
Right: the corpse’s decayed variant is just a pile of scattered remains – better luck next time!
[/p][p][/p][p]Originally we just had the “decayed” variants be the same as the resource the container would drop if the player destroys. For instance, a destroyed vending machine drops wood scrap, so it’s decayed version would also be wood scrap. This makes logical sense and was less work for us to implement as developers. [/p][p] But we found that there was a real emotional punch to having a specific decayed variant for each container. If you stumble across a pile of wood scrap you don’t really think twice, but if you see a cracked-open vending machine on its side you think “dang, I almost found some food!” These moments of negative surprise make it all the more exciting when you do find a useful container.[/p][p] With this new system, your favorite toolchest or medical kit might not be there the next time you play! Even a very simple layer of randomness like this helps a lot with our repetition of play issue and creates fun little story moments.[/p][p][/p]
Low-effort, high impact
[p]Container differentiation and decayed container spawns are both what we call “low-effort, high impact” changes. They didn’t take very long for us to implement, but they significantly improved the gameplay of our demo! In between more labor-intensive tasks like creating new content or designing new game mechanics, we’re always on the lookout for this type of low-hanging fruit (and loot!)[/p][p][/p][p]That’s all for today. Everybody please take care, and have a great week![/p][p]-- Robin and the Manzanita Interactive team[/p]

Bookworms and Barflies

[p]Hi everyone, and welcome to another Dandelion Void devlog. In a previous post we discussed the different categories of environment art aboard the Pergola as distinct "palettes". Today we’re showing off two new areas within the "civilian and domestic" palette![/p][p]But before we get started, we’d like to highlight a new video from Splattercatgaming, where he played our closed pre-alpha demo. [/p][previewyoutube][/previewyoutube][p]Thanks for checking it out, Splattercat!
[/p][p]Spoiler label: This post shows environment art for two new areas[/p]
Domestic Production
[p]As we mentioned last week, our current focus for new environment art is to showcase the lifestyle of the Pergola’s original inhabitants. [/p][p]
When people think of science fiction spaceship environments, their mind tends to go to the styles pioneered in the Nostromo from the first Alien movie. Metal, concrete, and plastic materials, industrial greebling on every surface, and an almost entirely grayscale (black / gray / beige / white) color palette. Similar to the interiors of oil rigs, commercial cargo ships, or real-life space stations, there are few creature comforts because the space is entirely designed around the completion of a single job.[/p][p]The Nostromo in Alien pretty much wrote set the standard for what sci-fi horror environments should look like – dark, industrial, and gloomy[/p][p]By contrast, a generation ship is the only home its crew will ever know, so it needs to have domestic, civilian, and commercial spaces. And from a player experience perspective, part of the fantasy of Dandelion Void is creating a cozy nook for yourself amidst the coldness of space. So having pleasant spaces to inhabit is a must![/p][p]
In order to push towards more human-centered environments, we've created two new spaces: the library and the bar![/p][p][/p]
The Library
[p]Looking for a place to relax, find your next favorite novel, or learn more about the planet your ancestors left behind? Pay a visit to the library![/p][p]With warm green carpeting, wall-to-wall bookshelves, and elegant wooden furniture, the library is a cozy refuge aboard the vast Pergola.[/p][p]Note: screenshots that have a perspective camera (above) are taken in our level editor, before grime and vegetation are procedurally placed. Isometric screenshots (below) are from live gameplay![/p][p][/p][p]Of course, depending on your seed, your version of the library might be in a bit of a rougher state…[/p][p]But it’s nothing that can’t be fixed with a bit of time using Dandelion Void's cleaning mechanic! With a sponge in your left hand and a knife in your right, you can restore this space to its former glory.[/p][p][/p][p]Elsewhere in the Library you might find this multi-purpose classroom, where lectures, book clubs, and other community events were once held:[/p][p][/p][p]… again, it might need a bit of spiffing up in its current state. But the bones are good![/p][p][/p]
The Bar
[p]If you need somewhere to de-stress after work, meet new people, or just drink your worries away, look no further than your local Pergolan bar![/p][p][/p][p]With a well-stocked liquor cabinet, ample seating, and mellow checker-boarded walls, the upstairs area of the bar is the perfect place to take a load off.[/p][p][/p][p]Certain rooms will generate without grime and overgrowth -- this is intentional! We like the idea of our players wading through a series of overgrown ruins, only to stumble upon an oasis of normalcy. Some rooms we'll manually mark with a "no_grime" tag, while others will "naturally" end up clean due to variations in the procedural vegetation placement.[/p][p][/p][p]In the downstairs lounge, a central fireplace keeps you warm while you sit and chat on a variety of comfortable couches. Or you can order your next round at a secondary bar counter in the back![/p][p][/p][p]In addition to grime and vegetation, another way the age of the environment shows is with disabled lighting. In the case of the bar lounge, you can actually restore the lights using a power cell![/p]
Returned Books & Closed Tabs
[p]We hope you enjoyed today's romp through these new sections of the Pergola! we'll leave you with a final peek into one last new asset, which was actually finished during the writing of this devlog! [/p][p][/p][p]This 70's era wood-paneled vending machine might be found in hallways around both the library and the bar. Just pray that some other scavenger didn't loot the snacks before you did![/p][p]That’s all for today. Until next time, please take care and have a great week![/p][p] -Robin and the Manzanita Interactive team[/p][p][/p]

Hotels, Houseplants, and Hovels:

[p]Hi everyone, and welcome to another Dandelion Void devlog. This is part one of a two-part post. Today we're showcasing the different categories of environments that can be found in Dandelion Void, along with some new items. Next time we will be showcasing some new environmental areas within these categories![/p][p][/p][p]As a quick housekeeping note, we’d like to thank everyone for your patience with the irregular devlog schedule last month; we have been all-hands-on-deck on (yet another) exciting announcement that we aren't able to talk about quite just yet. Watch this space![/p]
How to Paint a Spaceship 
[p]There's a lot going on in our game’s setting; the Pergola is a retrofuturistic generation ship that launched in the 1970’s. It is now derelict, overgrown with plants, and inhabited by survivors living a hunter-gatherer lifestyle. [/p][p][/p][p]Our three "environmental palettes" from left to right: original generation ship decor, the encroaching jungle, and improvised survivor furniture![/p][p][/p][p]These different components of our setting each have their own visual identity, and depending on where you are in the ship you might experience them in different proportions. I like to think about each category as an "environmental palette," each of which that can be combined in different ways to create unique environments. Let's go over each one in a little more detail![/p][p][/p][h2]Environmental Palette 1: Original Generation Ship Decor[/h2][p]The Pergola wasn't always an overgrown derelict, and part of our task as worldbuilders is to define how the ship looked before everything went South. Original generation ship decor can be split into two broad sub-categories:[/p][h3]Sub-palette: Domestic and Civilian Environments[/h3][p]The feature that distinguishes generation ships from other sci-fi vessels is that they are built to fulfill every need of the crew for their entire lifetimes, including housing, childcare, workplaces, meals, storage, resource distribution, socializing, recreation, etc. Designing a generation ship is as much about civic planning as it is engineering![/p][p]Don't let the futuristic sliding door fool you: people lived, worked, and played on this ship![/p][p]Many sci-fi horror franchises showcase cold, industrial spaceship interiors. By contrast, the Pergola was cozy and beautiful in its heyday. We represent this with warm color palettes, midcentury modern furniture aesthetics, and heavy uses of materials like fabric and wood.[/p][p][/p][p][/p][p]This tweet comes up in our art planning meetings on a weekly basis[/p][p][/p][p]As we’ll discuss in our next post, domestic and civilian environments are a big focus for our art team right now![/p][h3]Sub-palette: Mechanical and Industrial Environments:[/h3][p]Despite its creature comforts, the Pergola is still a high-tech spaceship! In addition to areas directly related to its function as a spacefaring vessel – engine reactors, airlocks, EVA ports, etc. – the Pergola also needs utility areas that you would find in any modern city, like factories and sewage centers. These areas create darker, colder spaces to make the human-centric ones feel all the more cozy.[/p][p]A player characters stands at the edge of a reactor cooling pool, next to crates of spent fuel rods[/p][p][/p][h2]Environmental Palette 2: Encroaching Jungle[/h2][p]In the time since the Pergola went derelict, a hostile jungle has taken over. Plants, algae, and other overgrowth are how we establish the age of the environment![/p][p]Our plants are procedurally placed using a noise algorithm, so you might find them growing in different places on different playthroughs. With this said, we also have some manual control over what gets to grow where (and modders will too!)[/p][h3]Sub-palette: Default Ponic Forest[/h3][p]The ponic grasses are a cosmopolitan species, meaning they can be found in almost any environment that can support them. These hardy, fast going plants descend from hydroponic grasses that were once used for air filtration. They now cover much of the Pergola and serve as the perfect camouflage for uproots.[/p][p][/p][h3]Sub-palette: Regionally Distributed Plant Species[/h3][p]Other plant species are endemic only to a small region of the ship, like these grain plants which emit a toxic pollen. Having plant species that are restricted to particular areas adds both visual and gameplay variety as you explore![/p][p][/p][p][/p][h2]Environmental Palette 3: Survivor Improvisations[/h2][p]“Survivor improvisations” are environmental elements built by the hunter-gatherer descendants of the Pergola's original crew, including you the player! By using both human-made and plant-based resources, this third environmental palette ties the first two together. [/p][h3]Sub-palette: Player-crafted Objects[/h3][p]The people who built the Pergola had access to deep resources and mass production manufacturing. By contrast, their descendants have to make do with what’s on hand, and they have to make everything by hand.[/p][p]One of the ways we achieve a “hunter-gatherer” look for player-crafted furniture is to make sure that the ingredient resources are visible in the finished product. For instance, this storage basket is clearly made of the stems and leaves of ponic grass:[/p][p]Left: concept art for a woven ponic-leaf bin, created by collaging reference images in Photoshop. Note that the blurring and distortion come from this compositing process -- no AI here, or anywhere else in the project![/p][p]Right: final 3D art for the woven ponic bin[/p][p][/p][p]As another example, this improvised "spit roast" is built from a number of junk items that can be found elsewhere in the map[/p][p][/p][p]Left: the mop, wire spool, bucket, and metal shelf can each be found as independent objects[/p][p]Right: together, they can be combined into a crude campfire spit![/p][p][/p][h3]Sub-palette: Survivor Rooms[/h3][p]Most humans avoid setting foot in the Virgo module at all costs, but every now and then you’ll find evidence of another poor soul who tried to scratch out a life here. Our current build has what we call “survivor rooms,” tiny hovels where a long-dead survivor set up a small base.[/p][p][/p][p]Survivor rooms will be mostly made of items that you can craft yourself, but they may also have unique antiques and keepsakes from their original owners. As with any abandoned environment, survivor rooms present a great storytelling opportunity![/p][p][/p]
Construction Ahead
[p]I hope you enjoyed this review of the different visual elements of Dandelion Void! Next time we'll use this lens of environmental palettes to show off some new environment art, with a particular focus on new domestic and civilian environments.[/p][p][/p][p]Until then, take care and please have a great week![/p][p]- Robin and the Manzanita Interactive team[/p]

In space no one can hear you laugh

[p]Hi everyone! Welcome to another Dandelion Void devlog.[/p][p]Today we’re talking about a hotly debated new asset we’ve (temporarily?) added to the build, along with some general reflections on horror, tone, and when humor enhances or inhibits player terror.[/p][p][/p][p]But first, we'd like to direct your attention to the MrAtomicDuck’s second stream of Dandelion Void -- featuring a ton of never before seen content! If you missed it live, the VOD is now available:[/p][previewyoutube][/previewyoutube]
Molecular Moods 
[p]Our story begins with one of the most satisfying tasks in game development: programmer art replacement! [/p][p]A few months ago we added new status effects, including indigestion and (un)happiness. As is common in development, we programmed a first version of these before we had time to make new icons, so Robin (yours truly) stubbed in some temp art.[/p][p][/p][p]These served their purpose for playtesting, but are obviously a bit of an eyesore. Finally, last week Brian was able to make proper icons for each of the stats. [/p][p]Our style for icons resembles "science textbook" illustrations, and where possible we like to incorporate relevant pieces of human anatomy. A stomach was already taken by the hunger stat...[/p][p][/p][p]Top: hunger, health, temperature, boredom.
Bottom: exertion, fatigue, thirst
[/p][p]...so we went with gurgling stomach acid for indigestion:[/p][p][/p][p]We struggled more with happiness. A straightforward smiley face clashed with the visceral, grimy tone of the other icons:[/p][p][/p][p]while a distended pair of floating lips looked… odd [/p][p][/p][p]Finally, Brian asked: if we're representing stats with pieces of human anatomy, what is the anatomical equivalent of happiness? One answer is the humble dopamine molecule:[/p][p][/p][p]With this molecular inspiration, Roland whipped up a concept for Brian to translate into a lo-fi icon[/p][p][/p][p][/p][p]Left: first attempts at the icon. Right: our current iteration for an "unhappy" status![/p][p]This has been a controversial asset amongst the team. Personally, I love the little guy. But Brian had to be convinced to even keep it in for a simple playtest, even though he was the one who finalized the icon! Let’s run through the pros and cons of this glum little fellow: [/p][p]Cons:[/p]
  • [p]It is a much less intuitive symbol for “happiness” than a simple smiley[/p]
  • [p]It calls a lot of attention to itself[/p]
  • [p]It reads as an explicit “joke”[/p]
[p]Pros:[/p]
  • [p]It’s the best match for our science textbook / human anatomy theme[/p]
  • [p]Happiness isn’t an urgent status effect, so it’s ok if the player has to mouse over it to learn what it does the first time[/p]
  • [p]We didn’t love any of the other options[/p]
  • [p]We think it’s pretty goofy![/p]
[p]To be clear: we don’t know yet if we’re keeping the icon or not. But I found it interesting that the icon reading as a “joke” could be considered both as a positive and a negative. This sparked a discussion amongst the team on the appropriate level of humor for the game![/p]
Laughing just to keep from dying
[p]Horror and comedy are cousin genres. Each relies on a cycle of emotional tension that slowly builds and then releases all at once. The goal of both is to surprise the player and provoke an involuntary reaction – a scream, a laugh, or sometimes both. This is one reason why directors like Jordan Peele and Zach Cregger can make the jump from sketch comedy to blockbuster horror films. [/p][p]Comedy and horror can also be mixed effectively, but you do have to be mindful of the genre expectations you’ve established. If you show a banana peel slip in an intense horror film, or a sudden grisly death in a lighthearted comedy, your viewer would feel that the tone of the work has been compromised.[/p][p]One useful device to navigate this problem is distinguishing between explicit and implicit comedy.[/p][p][/p][p]Comedy is explicit when it is clear to the player that the game is intentionally making a joke. [/p]
  • [p]In Resident Evil 6, the grizzled soldier Leon can take a break by going down a playground slide or bouncing on a panda spring ride[/p]
  • [p]Fallout is a series with horror elements that makes extensive use of explicit comedy: from the wacky dialogue, to 1950s parody material, to all of the funny little drawings of Vault Boy. [/p]
  • [p]Lethal company has a honkable clown horn, perfect for breaking the tension or annoying your friends![/p]
[p]Just a normal screenshot from a horror game: Resident Evil 6, captured by IGN[/p][p]Comedy is implicit when the player is delivered a humorous situation in a way that seems accidental, emergent, or organic to the world. Note that the designers are often trying just as hard to be funny (or to give you the tools to make your own funny situation), but tonally they maintain plausible deniability[/p]
  • [p]Lethal Company is full of implicit comedy. If you watch your friend navigate expertly between monsters and booby traps, only to be cut off mid-sentence as they fall to their death on an easy jump, you'll probably laugh! Not because the game told a joke, but because the game created an organically funny situation.[/p]
  • [p]In Project Zomboid, Brian and I once planned a mission to rescue some lawn flamingos from a neighborhood where a large zombie horde had gathered. After discussing our strategy, Brian drove into the horde, dropped me off to die, and sped away.

    It turns out we each had completely different understandings of the plan -- I thought we were driving through and laying on the horn, while he thought I was jumping in for an extraction mission. Either would have worked if we had properly communicated, but the misunderstanding proved lethal... and extremely funny.[/p]
  • [p]Almost every horror game features implicit comedy, because one of the most reliable formulas for a good laugh is misfortune + surprise![/p]
[p]In general, implicit comedy can be used in horror content without compromising the seriousness of a game's authorial tone – in fact, it’s almost impossible to make a game without it. On the other hand, the more you use explicit comedy, the closer you get to the “horror comedy” label. This isn’t inherently bad, but it’s a choice you want to be deliberate about.[/p]
Implicit and Explicit comedy in Dandelion Void
[p]So, where does this all leave us?[/p][p]To start, we consider Dandelion Void to be a science fiction game with a horror atmosphere, not just a “horror game,” so we have some flexibility with our tone. But we take our setting and worldbuilding quite seriously: the Pergola is an eerie overgrown ship with a tragic backstory. The setting has some goofy elements – walking plants, eclectic cabin-fevered ancestors, etc. – but we’re pretty far from the gonzo anything-goes worlds of some other post-apocalyptic franchises.[/p][p][/p][p]Cause of death: one filthy bed. Implicit comedy![/p][p]Using the above device, let's start with some examples of implicit comedy in Dandelion Void:[/p]
  • [p]Just as I was settling down for bed one night, I realized my bed was covered in algae and I couldn’t pass the night due to my Fussy Sleeper trait. I had to make a woefully underequipped voyage into the dangerous nighttime jungle, took a few hits from a group of uproots, and bled out on the floor – all in search of a simple cleaning sponge.[/p]
  • [p]After contracting a \[redacted] illness, I managed to find myself some medicine – but it gave me so much indigestion that I threw up the contents of my stomach, and I subsequently starved to death[/p]
  • [p]Our colleague Roland once had to remove his underwear before he had inventory room to pick up a furniture item![/p]
    • [p]Note: we’re working on making worn clothing items no longer take up inventory slots – but until then, it leads to some pretty funny moments.[/p]
[p]Because these are all implicit, none of these funny moments come at the expense of Dandelion Void's horror atmosphere.[/p][p]When it comes to explicit comedy, our policy is that the game is allowed to make “jokes” as long as they are (a) fully explicable through our worldbuilding, and/or (b) understated enough that they don’t call excessive attention to themselves. (b) is highly subjective, of course, leading to lots of discussions about where the line is![/p][p]Here’s a few examples of explicit comedy in Dandelion Void:[/p]
  • [p]Many item descriptions are written in a spaced-out tone, offering “shower thought” musings about everyday objects[/p]
  • [p]Many findable lore files describe humorous events – see the “festival of pliers” from the most recent MrAtomicDuck stream[/p]
  • [p]Traits like “No Shirt, No Shoes, No Problem” let the player create quirky, silly characters[/p]
  • [p]There’s just something a little bit funny about watching plants run around and chase you, or even funnier, one of your friends![/p]
[p][/p][p]Robin has been the only one on the Manz-Int team bold enough to take this trait in playtesting. Will our players be braver?[/p][p]The nice thing about a systems-driven game with expansive worldbuilding is that there’s room for a little bit of everything when it comes to tone: the trick is to find the ideal ratios, and make sure that no single element detracts from the overall experience.[/p]
Dopamine Withdrawal
[p] As for the dopamine happiness icon, it’s definitely in the realm of explicit comedy. Does it hit the right level? We’re still not sure! It’s also possible that the humor will be fine, but it will create more clarity issues than we can justify. [/p][p]We look forward to gauging reactions in our internal playtesting, and we’d love to hear your opinions as well. Until then, take care everybody and have a great week![/p][p]- Robin and the Manzanita Interactive team[/p]

From Project Zomboid modders - the survival-horror Dandelion Void will have multiplayer

Now I'm even more interested in Dandelion Void! It looks like Project Zomboid in space with plant-based horrors and now it will get multiplayer.

Read the full article here: https://www.gamingonlinux.com/2026/01/from-project-zomboid-modders-the-survival-horror-dandelion-void-will-have-multiplayer/