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Endzone - A World Apart News

Assemble Publisher Sale Kicks Off!

Fello Survivors,

today, the annual Assemble Publisher Sale kicks off. Time to save big time on the full Endzone franchise. If you haven't picked it up yet, now is the time! You can save up to 80%!

And don't forget to wishlist Endzone 2. Its Early Access release is scheduled for Summer 2024.

https://store.steampowered.com/app/2144640/Endzone_2/

Also, if you enjoy Survivors-like and Roguelite games, we got something special for. Today the free version of the recently announced Asgard's Fall (Wishlist now!) becomes available. Go and check out Asgard's Fall: Origins right away:

https://store.steampowered.com/app/2484990/Asgards_Fall_Origins/

See you soon everyone for the next Endzone blog post.

Stay safe.

Developer Blog Post - Expeditions & Exploration



- Do you see that? Here, take the binoculars and see for yourself. Something significant is emerging on the horizon; perhaps a crane? We absolutely must investigate; it could be an ancient construction site where we discover steel beams to fortify the bridge. Perhaps someone lives there, and together, we can lend each other a hand. Regardless, this world must not remain unexplored. -



[h2]Expeditions in Endzone 2[/h2]
Expeditions were the first feature added to Endzone 1 during Early Access. This time, we have chosen to integrate expeditions more prominently into the gameplay and incorporate them as a more relevant mechanic. For this reason, we have not only decided to make expeditions available from the start of Early Access but have also completely overhauled and expanded the entire system.



Expeditions in Endzone 1 served as a means for us to incorporate the expansive map as a playable area and to conceal various player progress elements, such as seeds or research materials. However, our primary focus was on a text-based experience. The difficulty of expeditions was already addressed by optimally meeting the requirements for the expedition.
In contrast, in Endzone 2, expeditions seamlessly integrate into the current gameplay and can now be played with a classic real-time strategy (RTS) control scheme. Ruins are explored with playable settlers, puzzles must be solved, and even backtracking to the city-builder part of the game by bringing essential resources from one's own settlements to further progress in ruins, is now possible and important.

[previewyoutube][previewyoutube][Gameplay Footage][/previewyoutube][/previewyoutube]

[h3]DISCLAIMER: The shown footage is taken directly from our Sandbox testing environment and does not represent the final quality of the product. Everything you see is still Work in Progress and displays a lot of Debugging information for us Developers, as well as intentionally left out features such as fully fleshed out animations, pathfinding and much more.[/h3]



With the new game mechanics introduced within expeditions, we enhance the experience and exploratory nature. Loot must be independently discovered, uncovered, and packed. Interaction with the ruin, its environment, and possibly even other encountered characters is intended to make expeditions more immersive.





[h2]Streamlined progress in Endzone 2[/h2]
[h3]Sectors and new Zones[/h3]
Expeditions primarily provide players with the opportunity to explore the wastelands and gather essential resources. However, with Endzone 2, expeditions have become indispensable for ensuring progress in one's own settlements. As described in a previous blog post, the map is divided into three sectors, separated by a wide, impassable river. New sectors can only be travelled to and explored if the bridge dividing the two sectors is repaired. This repair can be achieved by completing and advancing in expeditions. New sectors offer access to resources that are not present within the initial sector, making the construction of new buildings impossible without exploration and progression through expeditions.





[h3]Resource Mines[/h3]
Resource mines are special ruins where expeditions can be conducted. Upon completion of the expedition, this ruin becomes a permanent resource mine. It is possible to gather resources at these mines at all times that cannot otherwise be extracted in a particular settlement or sector or may be entirely absent in some zones. Having access to these mines establishes a stable basic supply and is sometimes immediately relevant for progress.





[h3]Trader[/h3]
As discussed in another blog post, traders make a return in Endzone 2. Interacting with traders is also possible through expeditions. Some traders have settled in the wastelands and require an expedition to their headquarters for subsequent trading. Exchanging resources with traders, whose inventory regularly changes, allows you to obtain rare items that are otherwise difficult or impossible to acquire.





[h2]Vehicles & Expeditions[/h2]
  • Expeditions can be initiated and started right at the beginning of the game. However, you have to be mindful to not have your settlers you’ll start with in your vehicle excessively consuming crucial resources like food and water, as this can make the starting conditions much more challenging.
  • Ruins can be approached and entered at any time with a vehicle, and they can be exited and played from the ongoing game session.
  • Different vehicles may be suitable for various expeditions, as resource slots differ depending on the size of the vehicle, for example.
  • Upon completing an expedition, the discovered loot can be transferred to the available slots of the vehicle, and the player exits the "sandbox."
  • Resources must be transported back to a zone with the vehicle and handed over to the zone's inventory via the landing stage.




[h2]State of Development[/h2]
Expeditions are currently being pushed forward most prominently. For the Early Access phase, our focus is on a few, but qualitatively and comprehensively designed expeditions that are essential to the core loop. The entire team is working on this feature in the current sprint, allowing us to assess the scope for Early Access at the end of the month.
Expectations for the Early Access

Currently, we anticipate enabling the three components of expeditions outlined in the "Streamlined progress in Endzone 2" section for Early Access. This means that some ruins available on the map at the start of Early Access will have their expedition feature only enabled as the Early Access progresses. Furthermore, we are keeping additional gameplay mechanics within the scope of expeditions open, which can still be added and expanded upon during the Early Access phase.



[h2]A Look Ahead[/h2]
We want to ensure that the work already invested in the significant expansion of the expedition system is optimally utilized. While we can only develop a limited number of features and their scope until Early Access, we already have our sights set on the initial steps after completing our plan. Even though it's challenging to assess how expeditions feel without hands-on experience, we would like to invite you once again to provide feedback. Share your ideas, impressions, and also any wishes regarding the expedition system and its integration into the game. This is the only way we can ensure a proper assessment of the full potential of this feature. Experience has shown that among all the ideas, there are always some on which we can base the future game design.



https://store.steampowered.com/app/2144640/Endzone_2/

[h3]As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]

125.000 Wishlists - Thank you!

We'd like to give a shoutout to 125.000 friends & fans who already wishlisted Endzone 2 and are following our journey since we announced the title in August. Thank you, you are awesome!




https://store.steampowered.com/app/2144640/Endzone_2?snr=2_groups_partnerevents_


[h3]As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]

Developer Blog Post - Prototype Development

- In our relentless journey for survival, innovation isn't a luxury but a lifeline, urging us to wholeheartedly embrace trial and error as the very essence of progress. It's in this uncharted territory that we learn—only by daring to try, refine, and try again can we hope to thrive amidst the unforgiving realities of this world. -

Prototypes

Prototyping is a vital step that nearly every system and feature we create must undergo. Creating a prototype allows for faster iteration and early testing. It's not confined solely to Gameplay; we've employed it numerous times for our Foliage system, Expeditions, Look Development for Endzone 2, and more.

Prototypes also aid in focusing on our vision. Sometimes, a concept appears better on paper but doesn't translate well when put into action. To avoid falling into this trap, we emphasize experimenting with fewer limits to see if a feature fits and can be executed. This approach, especially in the case of Expeditions, was among the earliest prototypes we developed alongside the rest of EZ2's development.

Expeditions

We recognized that overhauling and enhancing the expeditions represented our primary goal. Early on, we opted for direct control of settlers during expeditions to counteract the dialogue-heavy and text-adventure gameplay of EZ1. Since we weren't sure if directly controlling settlers and solving puzzles would be enjoyable, prototyping Expeditions at the start of development was crucial.

We began with "white boxing," a term for placing non-textured and non-game-ready blocks to outline low-level design and grasp dimensions and gameplay. Testing with these basic elements allowed our game and content designers to iterate on playability while our artists simultaneously worked on the visuals, gradually replacing them until the finished mesh made its way into the game.


Very early white box of the construction site

Mid-Development state of the construction site

Final Implementation in the game

Look Development

In addition to gameplay, visual prototyping is always essential. Initially, we develop concepts, some of which we've already shared:

Early concepts of plateaus with fog in the valley to conceal the Badlands.

Early concept of the Badlands, previously referred to as the "Intermediate Area.

After conceptualizing, it was crucial to translate them into 3D to gauge scale, color, and materials in-engine. To accomplish this, we created a Look Development project specifically focused on refining the vision of the Badlands, keeping certain design principles in mind, such as the area once being flooded, a river dividing the environment, distinct foliage and colors compared to the plateaus, and displaying a dry version to prototype the drought visuals.

[previewyoutube][/previewyoutube]

Overgrowth Shader

Another early prototype we tackled was a procedural overgrowth and destruction effect for our assets. We needed a highly performant solution for altering any mesh, and employing a shader offered the best control over the look and resources used, applicable to any mesh.

[previewyoutube][/previewyoutube]

Vehicles

For a detailed breakdown of the vehicles in Endzone, check out our ⁠Developer Blog Post - The Badlands, Map Generation & Vehicles. However, as it was our first time introducing movable and controllable units, prototyping for the vehicles was necessary to facilitate early iteration.

Since realistic feedback on the suspension of the vehicles was crucial, we implemented the movement and animation of the wheels into a compute shader.

[previewyoutube][/previewyoutube]

Addition to the Look Development Segment:

Badlands Look Development in the moist or default state

Badlands Look Development in the drought state

A special thanks to our intern Timo, whose remarkable work focused on developing the prototypes for the expedition, overgrowth, and destruction. Amazing work, Timo!

In conclusion, relying on prototypes isn't just beneficial for starting new systems, gameplay, and visuals; it's crucial for ongoing iteration and testing. Even in the advanced stages of development, we continue creating and iterating prototypes while transitioning existing ones into the final game. This often necessitates a complete refactor or rebuild, but basing it on a prototype accelerates the process and ensure all design decisions embed well into each other and complement the whole game.

[h3]Note that not all features shown will eventually find their way into the game and are always subject to change! Some of the screenshots are very old and yet way more advanved. This Blog should mainly showcase our workflow and development decisions along the way! [/h3]



https://store.steampowered.com/app/2144640/Endzone_2?snr=2_groups_partnerevents_


[h3]As Discord is our main platform for feedback and discussion within the community, we highly recommend joining us and sharing your feedback there.[/h3]

Vote for Endzone!

Survivors!

This year has been a wild ride so far. So many things happened. Especially the summer months came around the corner with lots of surprises. And today, the Steam Awards are kicking off and we'd be extremely happy if you vote for us in the Labor of Love category to show that Endzone is a lasting experience showing the love for the support and new stuff Endzone received over the years. We've put so much effort, sweat & heart into Endzone (1+2), thus your vote means a lot to us.

Just to do a quick recap of what happened throughout this year. Keeping a close eye on last summer.

Back then, we released an update which added new decorations for free and some fixes, just to celebrate your ongoing community support and admiration for Endzone. In the meantime, we've been cooking something new while also working on some Endzone 1 stuff for you.

Then, August came and with it our big announcement of Endzone 2 and an accompanying new update for Endzone 1.

https://store.steampowered.com/news/app/933820/view/3676678039679692216
https://store.steampowered.com/news/app/933820/view/3676678039675815480

We're still super thrilled and excited about your support and discussions about Endzone 2 and how different it's gonna be compared to Endzone 1. We can't be more happy to have the whole Endzone community being with us on this wild bus ride up to release.

We can't wait to show you more of Endzone 2 in the coming weeks and months.

Thank you for your support, everyone!
The Gentlymad Team


And don't forget to wishlist Endzone 2 (if you haven't already)!

https://store.steampowered.com/app/2144640/Endzone_2/