Posted November 16, 2017
Recipe and Upgrade Pinning System
15. November - Jonno
Hey Survivors,
As you are aware Sheltered has a large array of items for you to scavenge and craft, which can lead to players having to memorise what specific items they should look for an expedition. This adds another unintentional layer of challenge when you know, you’re trying to keep everyone in your shelter alive.
To address this the team have started working on a pinning system to both the crafting and upgrade panels, thus allowing you to pin a recipe or upgrade that will display a marker on the items you require to craft it.
If/when you’ve acquired the correct number of items the market will disappear. If you have two recipes or upgrades that both require the same item, the marker on the specific item will not disappear until you have enough of it to satisfy for requirements for both.
All going well this feature should be added into Sheltered when update 1.7 launches and will work on Surrounded, Stasis and the original Survival game mode.
As always, thank you for your continued feedback and support, we look forward to hearing what you think of this feature when it goes live.
http://steamcommunity.com/games/356040/announcements/detail/1458466152018546902
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Update 1.7 Progress
September 22, 2017
Hey folks, Paul here. I’m one of the three programmers currently working on Sheltered. I’ve created this post to update you all on what’s currently happening with Sheltered, but before I begin as a side note, I want to add that since everything I discuss here is still in development, nothing is final. It’s likely that features will be modified or even removed as development progresses.
Early June we posted news on the Steam forums that update 1.7 would arrive soon. So as a lot of you have rightly asked, where is it? Firstly we’d like to apologise for the delay, we had every intention of having the update released in a timely manner. We also would like to apologise for the lack of any real updates from the team since announcing 1.7.
So to answer the question posed, there are two main reasons why the update is not currently live. As our lead artist Sonny has already stated, one of the reasons is due to the team currently working on another project that is related to Sheltered. Although we’re not currently ready to discuss what that is, all will be revealed in due time. The second reason is development of the update did not go as smoothly as we’d hoped. Some features have been cut or greatly modified to ensure that they contribute to the game in a meaningful way. This will be very evident when you compare the original images we posted to the update when its released.
As the update posted in June shows, we’re introducing two new game modes. The one I’m going to discuss today is Surrounded which involves a family of three finding an abandoned Shelter. The father of the family sets off to find supplies, leaving the mother and son behind. The main goal of the game mode is to survive 50 days in the shelter. Once complete, the player is awarded a score based off of many different factors which we hope will encourage re-playability and some light competitiveness between you all :). One criticism we’ve seen in the forums is that the main game is a little too random at times. For that reason, we’ve removed a lot of the random elements from this game mode. This also means that the final scores will be biased more towards skill and strategy versus RNG luck.
During the 50 days, the shelter will be repeatedly attacked by a local group of individuals that are intent on evicting the family. We’ve added in a cut scene manager to the game which will add a story element that will explain this more in-depth.
Back in update 1.6 we also added in the ability to equip characters for breach combat, however we’ve now gone a step further and added in the ability to add a second character to the battle. We’ve found this makes the battles more interesting and adds a new layer of strategy that 1v1 combat didn’t provide.
We are also currently in the process of adding in the ability to equip items before a breach battle so that they can also be used during the encounter. These changes will bring breach encounters more inline with those outside the shelter. We also plan to add these improvements to the main game as well.
Since the father is not controllable and the remaining family members have been tasked to remain within the Shelter, we have removed the radio. Although this didn’t really present a problem originally, after multiple playthroughs we now feel that we need to add something to fill the void of the missing radio and break up the gameplay a little more. The team has a few ideas which we’ll discuss in a later update. This is one of the issues I was referring to previously that has added to the delay.
So to summarise, we don’t want to release the update until we’re all satisfied that they add to the game in a meaningful way, so we’ll continue to explore different ways in which to achieve this. For that reason we can’t provide an accurate time frame. Just rest assured that the more time we spend on it, the better it will be. As for the other game mode Stasis, we’re adding some really cool features which will be unique to that mode. These will be discussed in a later update. Again, apologies to all of you that are patiently awaiting the update.
Paul.
http://unicube.net/2017/09/22/update-1-7-progress/
15. November - Jonno
Hey Survivors,
As you are aware Sheltered has a large array of items for you to scavenge and craft, which can lead to players having to memorise what specific items they should look for an expedition. This adds another unintentional layer of challenge when you know, you’re trying to keep everyone in your shelter alive.
To address this the team have started working on a pinning system to both the crafting and upgrade panels, thus allowing you to pin a recipe or upgrade that will display a marker on the items you require to craft it.
If/when you’ve acquired the correct number of items the market will disappear. If you have two recipes or upgrades that both require the same item, the marker on the specific item will not disappear until you have enough of it to satisfy for requirements for both.
All going well this feature should be added into Sheltered when update 1.7 launches and will work on Surrounded, Stasis and the original Survival game mode.
As always, thank you for your continued feedback and support, we look forward to hearing what you think of this feature when it goes live.
http://steamcommunity.com/games/356040/announcements/detail/1458466152018546902
----------------------------------------
Update 1.7 Progress
September 22, 2017
Hey folks, Paul here. I’m one of the three programmers currently working on Sheltered. I’ve created this post to update you all on what’s currently happening with Sheltered, but before I begin as a side note, I want to add that since everything I discuss here is still in development, nothing is final. It’s likely that features will be modified or even removed as development progresses.
Early June we posted news on the Steam forums that update 1.7 would arrive soon. So as a lot of you have rightly asked, where is it? Firstly we’d like to apologise for the delay, we had every intention of having the update released in a timely manner. We also would like to apologise for the lack of any real updates from the team since announcing 1.7.
So to answer the question posed, there are two main reasons why the update is not currently live. As our lead artist Sonny has already stated, one of the reasons is due to the team currently working on another project that is related to Sheltered. Although we’re not currently ready to discuss what that is, all will be revealed in due time. The second reason is development of the update did not go as smoothly as we’d hoped. Some features have been cut or greatly modified to ensure that they contribute to the game in a meaningful way. This will be very evident when you compare the original images we posted to the update when its released.
As the update posted in June shows, we’re introducing two new game modes. The one I’m going to discuss today is Surrounded which involves a family of three finding an abandoned Shelter. The father of the family sets off to find supplies, leaving the mother and son behind. The main goal of the game mode is to survive 50 days in the shelter. Once complete, the player is awarded a score based off of many different factors which we hope will encourage re-playability and some light competitiveness between you all :). One criticism we’ve seen in the forums is that the main game is a little too random at times. For that reason, we’ve removed a lot of the random elements from this game mode. This also means that the final scores will be biased more towards skill and strategy versus RNG luck.
During the 50 days, the shelter will be repeatedly attacked by a local group of individuals that are intent on evicting the family. We’ve added in a cut scene manager to the game which will add a story element that will explain this more in-depth.
Back in update 1.6 we also added in the ability to equip characters for breach combat, however we’ve now gone a step further and added in the ability to add a second character to the battle. We’ve found this makes the battles more interesting and adds a new layer of strategy that 1v1 combat didn’t provide.
We are also currently in the process of adding in the ability to equip items before a breach battle so that they can also be used during the encounter. These changes will bring breach encounters more inline with those outside the shelter. We also plan to add these improvements to the main game as well.
Since the father is not controllable and the remaining family members have been tasked to remain within the Shelter, we have removed the radio. Although this didn’t really present a problem originally, after multiple playthroughs we now feel that we need to add something to fill the void of the missing radio and break up the gameplay a little more. The team has a few ideas which we’ll discuss in a later update. This is one of the issues I was referring to previously that has added to the delay.
So to summarise, we don’t want to release the update until we’re all satisfied that they add to the game in a meaningful way, so we’ll continue to explore different ways in which to achieve this. For that reason we can’t provide an accurate time frame. Just rest assured that the more time we spend on it, the better it will be. As for the other game mode Stasis, we’re adding some really cool features which will be unique to that mode. These will be discussed in a later update. Again, apologies to all of you that are patiently awaiting the update.
Paul.
http://unicube.net/2017/09/22/update-1-7-progress/
Post edited November 16, 2017 by Ulf2016