Update log
Full DYSPLACED update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Workshop
- Gameplay
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.
Character Creation
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.
Graphical Additions
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!
UI & Combat Additions
You might have noticed some UI elements in the last few shots, but here, I have a clearer picture and will
Source
