is a realistic survival sandbox aiming to bring every bitter and sweet of surviving to players. Inspired by Les Stroud's "Surivorman", the movie "Into the Wild" and real-life surviving documentations.
You are set to an alternate Earth have only Ocean and Islands, you have to craft tools, gather food and build shelters by your bare hands. Survive, explore, even build your own empire in this fantastic islands-world.
Every survival system is uniquely designed to bring more realism, and we will modify even reshape them according to community's feedbacks to make them more enjoyable and control-friendly.
1. Real and dynamic weather
Winds, clouds, sunlights and temperature are all connected and accurately calculated to form a semi-predictable yet ever-changing environment. Players can find some patterns of the nature and use it to their advantage but also will be surprised by the unexpected.
The weather also affect player stats significantly, like hypothermia in rain storm or heatstroke under the sunlight.
2.Detailed body system
Health, stamina, hunger, hydration are divided into many specific aspects and they keep a balance to each other. Manage your diet to consume what you really need, like sugar provides more calorie in shorter time while starch lasts longer, and neither can improve your muscle capability without protein.
3.Technique based crafting system
We use different techniques to process natural resources in real-life surviving, and so it is in our game. Knapping, cutting, drilling, batoning, grinding, combining etc. Different items provide different techniques, use them to craft new tools and make life easier.
4.Universal building system
This is what we proud of so long. Our brand new universal building system can let you build almost everything you want just like in real life. No model editing dejavu or block piling, we use pillar & beam structures to build shelters and more.
5.Scale based inventory
Your carrying capacity is drastically limited by tools. You can only carry on small thing in each hand at first, but with belts, bags and clothes with pockets, you can bring more stuff at one time.
Also larger items can not be put into a small container, you need a backpack for coconuts but a room for wood logs.
Unlimited Ocean and Random Islands
There should be endless islands for players to explore, so there must be several different island biomes and borderless seas. Basic boats will also be added within this system.
Combat and Hunting
We are planning to make a Mount & Blade style combat system with detailed hit-areas on your body. Weapon's damage type and your armor stats determine the injuries you get. From bruise to fracture, different injuries will cause different effects on your body parts. For example, a fracture on the left arm will cause your left hand item slot disabled until the bones healed, but a maximum cut wound will dismemberment your left hand permanently and you will never be able to use a bow anymore. Also you can put an arrow in an animal's knee to make it limp.
Modular trap system to let you build your own killing machine.
Agriculture system with plant evolving and breeding features.
Extreme weathers like volcano burst, tornado, tsunami etc. bring more tense and uncertainty.
Taming and pet system to allow you bring wild life to your side and rear livestock in pens.
Natives system to let you conquer, trade or lead the island tribes, save your time by bidding NPCs to do the labors.
Co-op gameplay: meet, fight or cooperate with other players to build empires.
We are a 4-man team in main land China. Fund is short but we are determined, we have developed this project over 14 months and made several breakthroughs before today's Greenlight campaign.
Surviving may be an outdated title but we are trying to make something different, something with real depth. For our vision is huge and can not be achieved by so few hands, we surely will expand our team if it goes well here. So if you like our ideas or think what we are doing has potentials, please vote YES and share it to people who might be interested!!
Having any questions or suggestions just leave a reply or open a discussion, we'll be very glad to see feedbacks!
We'll introduce the redesigned nature system in this devlog.
To make the nature simulation more realistic, we designed algorithms based on real science to simulate the movements of celestial bodies. Then we can have precise (relevantly) day/night cycle, sun altitude angle, moon phases and seasons according to players’ latitude and longitude.
For now there are 365 days a year in Survisland, one leap year for every four years, and an ingame day is 1 hour in real life. So it is very challenging to survive in this game for a year. We will consider to drop the numbers of days in every year or each season, and players will be allowed to choose which season they like to start the game, as the environment and difficulty will be different accordingly. We recommend to start in Spring.
Sun rises above horizon exactly at 6 am on Spring Equinox, Location: Mangrove Island
With an accurate Calendar, we can get the sun altitude angle in realtime and use it to calculate the sunlight intensity.
The difference of body temperature between outside and inside of shadows
Sunlight intensity plays an important role in other systems, for example, your body temperature rise when exposing to the sun directly, and stand in shade will keep you cool. Another factor that can affect the sunlight intensity is the Cloud Intensity. But we'll talk about that later in the Temperature System.
Then it comes the most important factor of nature system: Temperature
We currently are not setting the average temperature according to the latitude of player for all the islands are set in tropical zones. But we will add more varieties in the future.
The temperature simulation is based on average air temperature according to current date in a year. (using the calendar system mentioned before) Then let it rise or drop according to the sun angle at the time. This system can better simulate heat transfers from the sun. With the calculated basic temperature value, we can then let the cloud intensity, player altitude and other factors to affect the realtime air temperature.
Air Temperature is one of the major factors that can affect player’s Body Temperature, it is important to adjust your clothing accordingly.
Besides the air temperature, we also calculate the sea water temperature separately. Player can experience the difference when swimming or standing in the water.
Wind is another important factor in nature system. For the changes of wind is more unpredictable than temperature. We use normal distribution to pick a wind speed base value for each day from a set of wind speed data, which is referred to real wind speed data collected on sub-tropical islands. We will add more wind speed data in future, to increase the diversity between different areas.
At the end, it's the most important system: Weather system. It includes cloud changing, rains, wind speed affections and more. We'll update this mechanics in the next devlog.
Now we are debugging all these complex systems, and hope can build a steady version in this week, new demo videos are coming soon, keep yourself updated!
Check the nature system and human body system updates and also enjoy the super realistic stone and rock design!
This week we continued optimizing our building system, the pillar indicator is almost finished.Besides the building system, we are testing and trying...
This week we have been working on building the first Island--Red Mangrove Island, which includes Shallows, Red Mangrove and Swamp biome. Lots of beautiful...
This week I'd like to introduce the crafting system in Survisland, we have 3 crafting options: break, process and combine. You will need to use them start...
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