Second half of this year.
Will see about porting, the focus now is to successfully launch it on PC and we'll go from there.
Yes, but they will also have a preference to attack bigger/stronger ones compared to themselves.
Tree cutting system is fine, the clip was rather short and didn't show the particles when a tree is cut down. What don't you like about it?
Exactly that, not only inspired by the game, but also their devlogs.
Thanks! Procedural generator is already well optimized, but we had some cases where the positioning of objects was weird, so this solution helped a lot.
Yeah, it has a bit of an awkward swing - these are quickly put together animations for the alpha, so will polish it later.
Alpha release will be in March.
Yes, we've come a long way :) Thx for the support!
Very basic keyboard controls (W,S,A,D + up/down) for now, perhaps we will add a mouse option later. The handling is very resposive, because it's a small and light helicopter.
Yes, but not at initial release, a bit later.
Yes, but a bit later. Initial version will be single player.
Thx for the support!
Thx, next week should be interesting with new robots!
Thx! We're a team of 5.
Scenery and points of interest (windmills, towers, shacks) are progressing nicely. Character animations and behaviour are also in the works - hope to show you some samples soon. Thx for the support!
We really appreciate it!
We really appreciate the enthusiasm, we're excited as much as you are :) You can find the answer to your question in the comment below. We're looking at what various platforms can offer for early testing. One thing is certain, we won't go on Steam with early access (only final release).
Thx, we're glad our game is getting so much attention. There's not much play content in it at the moment, so the only thing you could do is explore the islands, gather some resources and build a base. A fan informed us of the itch.io/refinery where we could offer some kind of closed early pre alpha test. As soon as we have something playable, we will do that.
All models made in Blender.
Thx, much appreciated!
Thx! The price is not set yet, but it will be affordable.
Thx for the compliment and congratz! Regarding positions, the whole world will be randomly generated so the island positions and sizes will constantly change, but islands themselves will be static.
Since you'll play a robot character, resource gathering will be adjusted accordingly and customized to our unique build mode and crafting devices. Electricity will provide you energy to defend yourself with various defense systems. Jet fuel will be needed for jetpack, in order for you to travel between islands. There will be random events/quests (defending, collecting, exploring) across the world for you to complete. Quests, missions will also be randomly generated in order to bring the unpredictability aspect to the game.
We're still adding things as development goes on, so you're right about this being early days. You can find more info on our page under the About and Roadmap tabs.
Cheers!
We're already debating if we should add the possibility of robot conversion. To convert from an enemy robot to friendly.
We haven't decided yet, we're debating various options.
6Pills
joined
We are a group of 5 friends who share the same passion for making games. We're located in Ljubljana, Slovenia. Our first project was Flying Pet, a mobile arcade game where you transport animals with helicopters and avoid obstacles. The second title is named Jenkem, it’s a hilarious never-ending farting game. Ore Miner, clicking game for mobiles, is our most successful project to date. Currently we’re working on a lowpoly survival/exploration FPS game called Floatlands. Team members: Andrej Krebs, Blaž Drobnič, Domen Koneski, Mito Horvat, Vili Volčini.