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Dystopia's Future

Dystopia news posts by the Puny Human developers.

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Dystopia's Future

Postby twincannon » Thu Nov 08, 2012 3:25 pm

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HELLO FRIENDS!

I wanted to give everyone an update as to what is going on with the future of Dystopia. Obviously everyone at PHG has been hard at work on Blade Symphony and this has unfortunately resulted in Dystopia being put to the side for the most part for the past two years. This is no longer the case and as of last month I have returned to working full time on Dystopia along with some new people from the community hopping on board. My current gameplan is to get an update out by the end of the year and I'm working hard to make this a reality.


Dystopia 1.4

A few of us have been working on and off on a new Dystopia patch for the past year or so alongside BSym development. The original plan was to release a small patch, 1.31, that addresses some of the main complaints with the game. Instead, we're going to be rolling the existing changes out into one big patch along with lots more stuff.

What to Expect in 1.4:
  • A new map with a focus on a new gameplay element
  • Existing map fixes and balancing, with some boring objectives being reworked entirely
  • Weapon balancing
  • Bug fixes
  • Visual and audio passes on some of the more outdated assets in the game
  • A bigger emphasis on accessibility for new players
  • Lots of features that should have been in years ago!


Progress

As for how all this is progressing, the new map (which constitutes the bulk of the work) is currently fully blocked out, logic'd up and ready to be detailed. It just needs time for any balance issues to become apparent when we start testing. I still have to work on the existing maps, but these range from no changes being necessary for some maps to pretty big overhauls for others. The maps that I suspect will need the most work are probably Assemble, Injection, Exodus and Undermine. Broadcast and Cybernetic will probably get moderate changes. Fortress, Detonate, Vaccine, and Silo will only need minor tweaks if anything (for example, removal of physics props; or slight geometry changes - looking at you, airlock).

There's a lot of other features I'd like to get in as well, especially ones related to making the game more approachable for new players, but we'll see how much time we have for these as we get closer to release as some of these are big projects (for example, overhauling the "helper" system to make it actually helpful).

Here are a few concepts I've made and have been working towards implementing for helping newbies:

The New Map

As mentioned above, there is a new map coming as well. Currently it's named "Coast". The map takes place on a shoreline where a corporate facility uses a security company as a front to hide some shady dealings with blackmarket implants. The punks arrive in what the corps assume is a routine shipment via submarine and proceed to assault the facility and take this corp out of the blackmarket scene.

The new gameplay featured here is all about items. Items have been in Dystopia for a long time but have never worked properly. We finally got them working correctly and they add quite a lot of variety to what can be done with objectives! It can really morph some of what usually boils down to "press this button to win" into a much more physical feeling. Such is the case when stealing data in this map, instead of pressing a button, you actually pick up data chunks and bring them back to your node. When the punks have to blow up security terminals to gain access to the facility, they don't just shoot at them until they explode - rather, they have to take explosives from their base and plant them in key positions which the corps can then attempt to disarm. It should be a lot of fun and I can't wait to see how it plays in testing!


Testing

With all of the new changes that will require a lot of balancing and general QA, we're going to be opening testing up once again. I'm hoping to have it be open to the public but we're still working out the logistics on it. Testing should start pretty soon, so keep your eyes open! In the meantime, get the NS2 out of your system, because 1.4 is going to be big! :D
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Re: Dystopia's Future

Postby BurninWater » Thu Nov 08, 2012 3:42 pm

stealther reporting for boltgun booty :punkl:
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Re: Dystopia's Future

Postby theonlyintruder » Thu Nov 08, 2012 6:22 pm

I don't know if I should be excited, or scared!
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Re: Dystopia's Future

Postby apokolokyntosis » Fri Nov 09, 2012 5:10 am

Oh gawd so excited :O
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Re: Dystopia's Future

Postby Remonttimies » Fri Nov 09, 2012 9:43 am

These are some really great news! I've been waiting for this so long.
Maybe now I will finally get dys_desert out of beta (for the third time).
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Do you still remember dys_desert?
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Re: Dystopia's Future

Postby Flawaffles » Fri Nov 09, 2012 11:50 am

Big news !
its time to draw my katana !
20:37 - You: WASCHIIIINNÖÖÖ!!!ÄÄÄ!!111one
20:37 - YoRu: what in the world
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Re: Dystopia's Future

Postby Urgentemente » Fri Nov 09, 2012 12:21 pm

Great news, haven't played in ages, really miss it!
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Re: Dystopia's Future

Postby bauxite » Fri Nov 09, 2012 3:01 pm

Cool.
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Re: Dystopia's Future

Postby twincannon » Fri Nov 09, 2012 6:00 pm

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Re: Dystopia's Future

Postby Seranis » Fri Nov 09, 2012 8:29 pm

Excellent news. I've been glad to see that people still play regularly. Even better that developers still have time for it.
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Re: Dystopia's Future

Postby TheLolrus » Sat Nov 10, 2012 1:46 am

twincannon wrote:also, check this out http://www.cyberpunk.net/blog/recipes-f ... unk-games/

Too bad the commenters aren't so enthused.

Ok so it was just the first 2 or 3 people. Never mind
Ansob wrote:This is what I've been reduced to? I don't even get capitals in "PR!" :cry:
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Re: Dystopia's Future

Postby bauxite » Sat Nov 10, 2012 8:33 am

The future will be Dystopia.

I can't wait for the day when I get to break out my boltgun and shoot zombies IRL. Dystopia is probably the best Cyberpunk Zombie Shooter ever made.
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Re: Dystopia's Future

Postby Arès » Sat Nov 10, 2012 11:43 am

^^
Great news.

Weapons balancing ?
Omnigord wrote:Puny Human Forums: New look, new game, same McMuffin.

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Re: Dystopia's Future

Postby twincannon » Sat Nov 10, 2012 4:12 pm

TheLolrus wrote:
twincannon wrote:also, check this out http://www.cyberpunk.net/blog/recipes-f ... unk-games/

Too bad the commenters aren't so enthused.

Ok so it was just the first 2 or 3 people. Never mind

yeah, I thought the same but then when you click load more comments (which loads like 3 at a time? wtf) there's plenty of people giving praise :D



Arès wrote:^^
Great news.

Weapons balancing ?


yep, nothing too crazy though
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Re: Dystopia's Future

Postby TheLolrus » Sun Nov 11, 2012 1:02 am

I do like how that one guy's whole last paragraph is spent making sure everyone knows how well-informed he is on cyberpunk.
Ansob wrote:This is what I've been reduced to? I don't even get capitals in "PR!" :cry:
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Re: Dystopia's Future

Postby Cyanyde » Sun Nov 11, 2012 2:23 am

Oooh, something to get excited about.. sweet... ;)
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Re: Dystopia's Future

Postby Seranis » Sun Nov 11, 2012 10:25 pm

There's always room for more maps as long as there are more dis-mapname puns to be had like infect and assemble. I tried coming up with a coastal one, but the best I've got is dys_Embark.
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Re: Dystopia's Future

Postby kittykiller » Mon Nov 12, 2012 12:07 am

Well this is a pleasant surprise :)
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Re: Dystopia's Future

Postby ViralHatred » Mon Nov 12, 2012 11:21 am

This is great news! Really looking forward to this.

Perhaps I can get some people to play with instead of miserable PUG's now?
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Re: Dystopia's Future

Postby Seranis » Mon Nov 12, 2012 12:24 pm

ViralHatred wrote:Perhaps I can get some people to play with instead of miserable PUG's now?


There are usually people to play with, as long as you're okay with non-English-speakers who TK you in the spawn. :lol:
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Re: Dystopia's Future

Postby twincannon » Mon Nov 12, 2012 2:44 pm

Seranis wrote:There's always room for more maps as long as there are more dis-mapname puns to be had like infect and assemble. I tried coming up with a coastal one, but the best I've got is dys_Embark.

haha, that one is good. I think for some reason we tried to avoid pun names with official maps, to our grave error


ViralHatred wrote:This is great news! Really looking forward to this.

Perhaps I can get some people to play with instead of miserable PUG's now?

pugs are great! just bring a whip to make people start the game sometime during the current century
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Re: Dystopia's Future

Postby DeathWing980 » Tue Nov 13, 2012 9:54 am

twincannon wrote:haha, that one is good. I think for some reason we tried to avoid pun names with official maps, to our grave error


And the list will continue to grow

Dys_Engage
Dys_Entry (bad pun xD)
Dys_Trust
Dys_Guise

god i need to stop before i get smacked in the back of the head :P

update is well worth it, if i can help it ill take some time into the Map editing and see if i can come up with something
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Re: Dystopia's Future

Postby Omnigord » Wed Nov 14, 2012 6:43 am

Sweet!
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Re: Dystopia's Future

Postby Seranis » Wed Nov 14, 2012 12:37 pm

DeathWing980 wrote:Dys_Engage
Dys_Entry (bad pun xD)
Dys_Trust
Dys_Guise


Oh, man, I have a whole bag of them. One particularly suited to Dystopia is dys_Array. There's also dys_Torsion, dys_Appear, dys_Armament, dys_Pair(or Pare), dys_Avowed, and dys_Sect, to skim my favorites. The mappers need to get busy!
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Re: Dystopia's Future

Postby DancingStormTrooper » Thu Nov 15, 2012 11:21 am

"Existing map fixes and balancing, with some boring objectives being reworked entirely" What objectives? and what made them boring?
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