The RASSARA, as with the Dross, was fired upon and the resulting explosion flung the debris through space. The debris was scattered. Some fell onto ESE & OCI Planets, lush with flora and fauna. Endless fields of grains and the families who worked the land. the deepest oceans...
The dark sinews of the nest travelled into the crevices of the worlds, and rested. gaining sustenance of the soils it touched. Years later, the little fingers reached out, that seemed to pull closer as if it wanted to touch you.Deep down, the glowing yellows filled with liquid ADRINA that would glow in darkness.Then came the tall spires that began to push up towards the sky.
The spires poured out spores as they grew taller, and the spores were taken to the wind.
They wondered if it was snowing, but a few who were curious, maybe with a sniff and a taste, found it better than over the counter ADRINA and even those ADRINA++ that stuff needed a prescription.
The local inhabitants found a near endless supply of ADRINA and consume them unrefined and raw. Those who did, and there were many, experienced an extreme calmness, clarity and incredible boost in all aspects, as with the controlled, refined ADRINA that had Created from the Pharma Company. But with a near infinite supply, there was fighting in the streets as they madly searched for more and more…
But the Nest, which fuelled itself too with the ADRINA, found itself attacked and the Liquid ADRINA harvested en masse. And those who didn't get enough experienced harsh physical withdrawals that would heat the cells of the body hot enough that they needed to be removed. The doctors Tried their best, but with the ever increasing influx of those needing the help, the people who couldn't be helped soon enough had to do it themselves.
In order to protect the nest, The Dross once again created their soldiers. The small numbers were quickly destroyed and the nest harvested again and again. The Dross soldiers grew faster, in larger number. their carapace thickened and their eyes adjusted to the bright burning light that the attackers of the nest would flee to. Those who died, on either side, was carried into the nest. the lay there and the nest covered them, returning them home.
But, as the attacks became so feirce and fevered, the Dross unleashed themself onto the worlds. Anything deamed a threat was destroyed. And the Dross returned to the nest, with anything and everything of value to their nest.
But after those planets were barren of all organics, nutrients, and moistures, the Dross too started to die. The spores stopped. Leaving just a hollow stump as it crumbled and broke.the Nest retracted back where it started. What energy it had stored left, it hid, and would hibernate until even those stores were gone as well.
All those planets affected were quarantined and even after their deaths, are still no go zones. And those untouched were quick to report any signs of it starting. All the people on those worlds worked together to make sure their planet was clean. There were attempts to hide and try to recreate ADRINA in a controlled environment where an early infection was found. But ultimately those entire planets became quarantined and then no go zones. And people stopped trying to recreate ADRINA.
The memories of the RASSARA incident, and the Dross themselves fade into the past.
You wake up in an escape pod. The batteries must have finally drained. You cannot see clearly through the once clear hatch. But you know you landed. With the emergency release, you are relieved that the air that flows in is breathable. And you can see clearer that the sun, whichever one it is, is not only up, but blinding. Where are you? Who are you? All you know is theres nothing but snow and ice for as far as your eyes can see. So, What now?
All these questions are yours to decide.
Howdy everybody I'm Fury, I just want to say first what a pleasure and honor it's been to work on the derelict team for one. Also I'm happy to announce that we've gotten lots of much needed things covered and finished over these past few months, in our personal lives and for our game.
We've been working day in and out to bring our game to life and I'm happy to see our hard work paying off. All for your patience and support, it means so much to us, thank you.
This past year has been crazy and filled with lots of twists and turns for everyone. I'm glad to see 2020 off and I hold lots of anticipation and excitement for this one. Anyway let's get on to the progress we've made over the past few months!
We've been really trying to fine tune our designs and mechanics of a wide variety of guns for our players to enjoy. We've designed (an infinite amount of modular, upgradable) weapons for everyone to choose between depending on their playstyle. Shotguns with powerful short bursts, Assault rifles with pinpoint accuracy and high damage output if that's more your speed, and my personal favorite the submachine gun class with a nice damage output and feel for my playstyle personally. Each weapon starts at a base, and is upgraded to have an individual feel different from one another, so pick your poison and let's get out there and kill some Dross!
As well, each weapon has their own icon, stats, variables, etc. These are displayed whenever the weapon is placed on a workbench for upgrading, as well as displayed on the players HUD.
The world level is created via code. This places procedurally generated rooms inside the world. I'm really happy with the progress of this bit particularly. These rooms are all linked together with many hallways and corridors. These take the same art theme of the room we've been designing for awhile now, industrial rooms have industrial corridors around them. The rooms are populated with many destructible physics props, as well as a bunch of key items.
Props have articulation based on what the prop is,for example; office chairs spin, lockers have doors, and spray paint cans have lids that the player can shoot off. These individual parts have durability, mass, and permeability stats. (this affects how much or little the bullets velocity, damage, and trajectory are changed when piercing through the object) I've really enjoyed talking through ideas on how we can make the world more fun for our players, and I think implementing items in our game being destructible was a pretty cool idea!
We hope that all objects act and reach how they “should” in a realistic way. Well continue you improve and revise as we continue developing our game, and any feedback that could help our progress would be much appreciated. :)
Level props only load when they are visible to the player, so this allows a lot of physics based objects to be in each area of the level.
The world itself is split into large chunks, and only the chunks of world around the player are loaded. These chunks load and unload as the player travels around the map, allowing the map to be incredibly large.
All these Optimizations have brought the framerate up from roughly 60, to well over 120 FPS
Also, the player now spawns into this created world, merging the level generation and the player movement, which were previously separate.
We plan to get enemies spawning, and to add an objective (get to location or finish a task), in our demo. We look forward to getting all this content out to the public as soon as we can.
Our goal next is to have the level creating a small floor, with an objective on the floor. For example, the player must find the elevator, and by one of many ways, get it moving to the next area, surviving hordes and trying to finish their task as quickly as possible.
In short, the demo for our roguelike game should be out soon, were working out how to develop a demo currently and the progress goes well. The weapons are all up and working, and they all have stations where they can be upgraded and placed. The map is almost 100% ready for use minus a few tiny kinks that need to be sorted. We really appreciate the time and support of you, our players for your continued help, support and criticism so we can continue to improve our game and turn it into something everyone can enjoy.
Thank you all so much for your time and I look forward to the next update!
Here's our Instagram, consider following if you'd like!
It's been a busy year, come check out the progress so far! Dereliction is a CO-OP PvE rouge-like shooter. You and your friends crash onto a barren planet...
Work is kicking up, and progress as well, big plans, big plans.
As more is added to the game (currently only room generator: 2020), it becomes more apparent I need a newer computer, sooner than later. But slow progress...
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