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Endzone - A World Apart News

Truly grateful - 150k Wishlists for Endzone 2 + First Gameplay Trailer

Fellow Survivors!

With your help we've recently surpassed the milestone of 150k wishlists on Steam for Endzone 2 - and we’re still going strong! There's still so much things about to happen on our road to release. We're truly grateful that you are part of our journey.

We can't wait to head into Early Access and shape Endzone 2 together with you; just like we did with Endzone - A World Apart a few years ago. This is gonna be an awesome ride.

Also, as part of today's Triple-i Initiative showcase, we're happy to show you a first glimpse at Endzone 2's gameplay:

[previewyoutube][/previewyoutube]

Triple-i Initiative Steam Event Page

Keep the support coming and stay tuned for more!

Stay safe.

Developer Blog Post - Building Animations & Fluff Paths

- "It's the hustle and the collective aspiration to elevate what we possess. Witnessing the machines in operation - observing our companions harvesting berries and sifting through scrap - that's what ignites the drive within each of us. We all yearn for advancement and renewal." -



[h2]What makes a game feel alive?[/h2]
A city-building strategy game thrives on detail. As a player, you want to be able to understand how your own settlement grows and comes to life. In addition to detailed buildings and a vibrant environment, animations play an immediate role in immersing oneself directly into the experience. In Endzone 2, it's important for us to continue visually depicting the lives of settlers and making all processes within the settlement readable and accessible. In this context, the term often used is the 'Wuselfaktor'. To achieve this, we have implemented several systems that enable animations of buildings and settlers within buildings.



[h2]Building Animations[/h2]
To animate buildings in Endzone 2, certain precautions need to be taken. It's necessary for us to plan ahead in the visual design phase and make compromises. For instance, all objects intended to receive animation must already exist as separate sub-objects within the final building. An example of this would be the crucibles that hold the molten metal of the Iron Caster.

Upgraded Well placed on swamp area.



Furthermore, we've developed several custom tools that allow us to create keyframe animations for each individual object. This involves generating a bone object at the necessary location. Bones can be envisioned as actual skeletal structures. By manipulating the rotation and translation of these objects at any given point in time, we craft smooth animations for the various components of the building.

In-engine screenshot of the Iron Caster Building, showing the single Bone components and interface.

Brick Factory Animation.



By individually treating subcomponents within the building, highly complex workflows can be coordinated and depicted as animations. For instance, the complete animation of the Iron Caster spans nearly 60 seconds. However, we typically aim to keep each animation within a range of 15-30 seconds.

Iron Caster Animation.




[h2]Fluff Paths[/h2]

"Fluff paths" is our system's term for a path that is detached from the actual navmesh. This allows settlers, who typically follow their established routes, to spontaneously wander into building areas and trigger scripted animations. An example of this would be the fishing hut. A settler walks from their house to the fishing hut, where, in a scripted animation, they take a fishing rod, walk to the front of the pier, and then cast their line. This is observable in the example below, where the orange area depicts the collision or “border” of the fishery and the small blue dots are visual pointers of the coordinates to the right. Each point represents a checkpoint of the path and a possible Animation that is played there.

In-engine screenshot of the Fishery, showing the available Fluff Paths.



The Fluff Path system is also used to specify where builders should stand to support the construction of a building with animations. Within Unity, we can precisely designate individual points or, in our case, "anchors," where a path ends and the construction animation can be played.

Another outstanding feature of our custom solution is the ability to directly link the number of possible Fluff paths and animations to the number of settlers working in a specific building. For instance, if the Iron Caster can accommodate up to 10 settlers working simultaneously, we can create 10 different animation presets. When a settler enters the building, they randomly select one of these presets. This approach allows us to showcase complex workflows while ensuring that settlers never get stuck in each other.



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]

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]