Full notes
Full Desert Pirates update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello! First of all, I want to say thanks again to all the players to give us feedback to improve the game, you are awesome! We want to share this feedback with you, so you are aware of the future changes and improvements of the game. Ok, data!
What changed
- Gameplay
- Balance
- Maps
- Store
Desert Pirates changes
223 players requested access
53 gave us feedback!
We don't know how many of the requested access played the game, forgot to track that!
About the questions:
Is the game fun for you?
72,3 said Yes
25,5 said Mhe
2,1 said No
We think that in this instance of the game is really good, and there is a lot of room to improve! We would be happier with an 80% yes, but 25 "Mhe" is encouraging! (a "Mhe" is no a NO, but also is not a "Yes" per se, but with the feedback we can really improve that!
Things that liked the most
Destroying things
Cars
Driving
We will continue to improve the destruction (you obviously like that), and also we got some feedback to improve the driving.
Things that liked the least
Camera
Orders
Driving (again?)
We received lots of camera feedback, apparently there is an issue that we couldn't reproduce (little jumps on specifics areas) and you asked for some room to looking around. About the orders, plus than half of players didn't try them, so we are going to put some emphasis on that. Driving needs more polish as well.
There is more things to dig into, but I think is easier to tell on what are we going to be working based on the feedback you guys gave us:
Camera -the camera requires some freedom to observe what happens around -when changing zones the zoom is not maintained
Driving - gets ""stuck"" going backwards - add animations to feel less floaty - car doesn't decelerate when the key is released (probably we broke that while tuning)
Word Navigation - add a compass in-game (probably on the minimap)
Aiming - add a ""no hit state"" for enemies out of weapon range - bigger magnet weapon for small assets (explosive barrels and stuff)
Weapon - cooldown with a better explanation, and probably a manual faster reloading - add a secondary weapon
World - visual fixes for some zeta fighting's here and there - a little more detail on ground - different backgrounds
Those were the most requested things! (there are more, but smaller)
Right now in the game design we are changing some stuff: - Every car is unique: stats, systems, weapons and driver - Everything of those can be upgraded, upgrades will be permanent.
And the really big change comes into genre. The game was aiming to be a Roguelike, but now, we think its better (and more fun) to make a step forward and become a RPG. The game will have two big parts: - Playing Drivers Stories (a story for every driver), in which the convoy you play will be preconfigured (to make more interesting stories) and the maps will be also hand made, and story based quests. - And a Hard Run, in which the player can choose his convoy and just have a free ride though the wasteland, finding car pieces for unlock new cars, and with that, unlocking more driver stories.
What do you guys think of these?
We need to make some adjustments on the store page! We love how the game is turning around and it's definitely a better game thanks to you! See you soon!
Source
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