In today’s devlog I’d to talk about the UI changes, which is the reason why we’ve been silent for a weeks now, as well as the Hero Creation and World Generation screens, and your questions. There’s a video devlog about all this, so feel free to check out it on Youtube. Here’s the link: https://www.youtube.com/watch?v=-QwXd_eoQZM
First off, thank you for all the great feedback and questions. I’m creating a new FAQ page which will help the next players but feel free to ask me anything. It is me who is spamming twitter, Facebook, reddit and, uh, Youtube, so I can answer anything game related with ease.
Secondly, the UI changes. As some of you know, Nimoyd changed quite a bit over the past years, which will become once an own devlog. But there was a change needed in the past weeks after some first player tests. We’ve quickly realized that we need to redesign the UI where it would become lighter, more fun, and less clunky. However, changing the UI in such a major way takes ages but we hope that it feels better now. I’ve felt that this was now the last time window for such a major change, so here it is.
The World Generation screen is the place where you configure your planet, before you go into hero details. It is where you define, for instance, the start date (the game plays in the future=. Since the planet is procedurally generated, it also base on a seed. You can define the biome and climate nature of your planet by temperature, humidity, but also the probability or distribution of fungus, aliens and humans. The latter is a core mechanic that I will cover in a future devlog, because once a planet is created it is not static; your planet still grows, changes, and becomes, thanks also to your help as a hero, different, so there is more to it than just alien cities and human ruins, and unearthly underworld dungeons.
The Hero Creation screen on the other hand is, as you see in the screenshot, about your character. Although the game’s name is Nimoyd, you choose from up to 18 different heroes. All with different backgrounds and stories. Each hero, in fact each NPC and character in the game, has own character traits that reflect their personality. Say, you want to be brave and beautiful at the same time? Go for it. It will give you some advantages. However, NPCs who have the coward or ugly traits will dislike you, or at least it may become harder to become friends.
NIMOYD is our new game. Nimoyd is like Minecraft meets The Sims, mixed with multiplayer Zelda and aliens.
Here’s our first dev log after a long time. See also http://nimoyd.com
Hey there
It's been a while since our last dev log, but we are finally at a point where we'd like to share more about our game. The game improved a ton.
So what is the game about? What's the buzz?
Nimoyd is like Minecraft meets The Sims, mixed with multiplayer Zelda and sci-fi with big guns and vehicles. It might become a new sub-genre, we'll see.
In Nimoyd, you have the freedom of Minecraft. Sometimes even more if you think about buildings, walls and how complex the models are in Nimoyd. Modding is supported from the very beginning similar to how you mod Minecraft.
Choose one of the heroes you want to play with. Every hero can be customized.
Build the awesome camp you always wanted to share with your friends. Each planet base on voxels, so do whatever you want. Every planet is configurable and unique with all kind of biomes and an ever-changing flora and fauna. Or decide to become a farmer, sell your stuff in the next town, become rich and try to reveal the underworld mysteries of the Nimoyd in a new way.
Discover ruins, dungeons, monster caves and fallen cities with big monsters, demons, and aliens. Engage in a faction system with quests where you can change the fate of the world. There is a new dynamic quest system in place that, hopefully, adds a few unique concepts to the rather boring questing in generated open-world games.
Not only that. You can play the game either in singleplayer or multiplayer right away. It means, yes, you can skip all the juicy singleplayer stuff and go after other players (within rules).
For obvious reasons, we cannot compete with Minecraft, The Sims or Zelda, not only because they have deep and shiny multi-billion pockets. But they are also years in development behind them, of course. So, we just try to be as good as possible. Nimoyd is a game made by fans of Terraria, Minecraft, Don't Starve, The Sims and Zelda, for -- uh, yeah -- for fans, really.
See game footage for work in progress screenshots. More in 2 weeks.
This is NIMOYD, our little game in dev. And it’s hot. And, uh, <3
DEVLOG - 15 July 2017
Hey folks
Nimoyd is a pixel art game now. It was not an easy change. It took us months of testing, prototyping, talking, before we admitted that we’ll do a pixel art game.
At first, Nimoyd was supposed to look like Bastion, Jotun and similar games, if you remember. We felt that Bastion, Jotun etc. did okay enough to prove that a game with such an art style should work for us, right? In time though the animations proved to be a project breaking issue. How so?
Well, at some point last year we realized that the animation quality of a 2D hand-drawn top-down game is just not what we want for a game with combat. It is okay for a slow game or a game like Bastion, that uses 3D animations as 2D sprites (yep), but we wanted to do 2D only, without 3D, which proved to be a big issue – in combat. And, Jotun’s combat felt strange and cheap at time.
There are other games that show how 2D combat (from a top-down perspective) works in game, i.e. Swords of Ditto, but these felt too much like Facebook games to us, at least the combat, because their trailers are quite cool.
Usually, you make such decisions early, of course. Truth is, many bigger games discover their “uniqueness” in time, the more art assets exist, and so we thought that we would solve these issues like every other issue in time, with good spirit and extra efforts, some skills or skilled people. We didn’t think that it would be such a disappointing issues after we’ve checked the first animations and art.
So I spoke to a number of people. Freelance animators, but also the animators of Banner Saga, Duelyst, Swords of Ditto Trailer and the Broforce Trailer: Powerhouse Animation, for instance. I even spoke to the old owner of a film studio who does animated films for kids, for 40 years.He is someone who works with Disney, Mattel and Sega, for instance, so it was actually cool that he found the time. You know, being bold and humble and all.
At the same time, we did all kind of art prototypes and concepts. 3D and 2D+3D like Bastion, on how to change the game with little (or more) effort, in order to make it better, to name a few. This might be something we’ll show after the release, all those strange prototypes and screenshots are quite cool.
In the end, Nimoyd just felt right as a pixel art game – like really right: perfect. It was just the best, combat too. Everything really came together, at least for me, when I saw those forests, deserts and city ruins in-game.
So, here we are. It is true though that we could have left the game art style as if was. We would have had then published some game that is okay, and I suppose that it would make some bucks. But to us, Nimoyd has to be good, like really good. We care. When we do pixel art, it has to be not only procedurally generated, but super hot to play, with some unique features and mechanics.
Oh, btw, because someone (hey Matthew!) asked recently: Yes, Nimoyd is a 2D top-down open world game – with factions, heroes, races, items, armor, pickaxes and big guns etc. You pick a heroe and a faction (that you can change anyway, because you develop relations with other factions), and can equip items and stuff. You level up. And it has a full PvP multiplayer, btw, because we are totally into PvP/Battle Royale/MOBA etc etc.
Firstly, Nimoyd is multiplayer now. Hey! You can play Nimoyd with up to 100 friends per world. It is an early stage, it takes a while until everything is well synced and optimized, butttt it runs like a charm and Nimoyd will ship at release with both – singleplayer and multiplayer. Because we develop and play Nimoyd as multiplayer anyway. You can play co-op (or PvE), if you like, but the coolest experience is to play PvP multiplayer against 100 players on one world.
Secondly, dang, the world looks more and more sweet, and it feels more and more alive. The screenshot shows the near regions. Each region is, so far, 100 x 100 m, so when the mini map renders 20 x 20 regions, you basically see an area of 2 x 2 km. The world itself is 100 x 100 km huge. And, it is filled with villages that belong to nations, that fight each other with some drama, and some cool battles. When this comes out, in combination with abilities and a real multiplayer – it might become really unique.
While talking to others about Nimoyd, we’ve realized that the game genre and game description of Nimoyd might have been not clear enough. So, I will tell this Thursday a little more about the actual game design and core experience of Nimoyd, and why we believe that it will be quite a gem.