The Indie Game Magazine December 2015 | Issue 56 | Page 15

their crafting progression, they will find themselves exploring further and fighting creatures of epic scale. IGM: Beyond item crafting, are players allowed to trade or sell items? Or are they responsible for creating all their own gear? IGM: In case some folks are confused, the game includes both single player and co-op modes, right? It’s not predominantly multiplayer? Rubyor: Player trading was something we had always planned for from the beginning. In our minds, it is an important part of any survival experience. It also helps drive socialization and community, which is greatly needed for these types of games. Rubyor: Savage Lands features offline play, player hosted servers, and dedicated server functionality. Our goal was to give players more flexibility in how they play. We also support cloud saves for characters. This allows players to more easily play with friends or new players without losing character progression. The game also supports hostile (PvP) and friendly (Co-op) modes of play. So if players don’t want to play on a PvP server, they don’t have to. IGM: When it comes to item crafting, are players able to augment the visual appearance of things like weapons? Are there different aesthetic/color options available when crafting variants of similar weapon types? Rubyor: At this time in Early Access, we don’t support any type of visual augmentation to items. With that said, it is on our list to look into as we move through the development process. IGM: How much is there to actually do in Savage Lands? Are there quests to complete, or other ways players can take their minds off of the harsh survival conditions and viscous creatures? Rubyor: One of our core pillars when we set out to build Savage Lands was to support a robust and expansive open world wrapped around the concept of survival. So instead of having a traditional bread crumb-style quest/reward system found in most RPG’s, we left the exploration and discovery aspect solely in the hands of the player. After several updates, we did add in a Day 1 task system that acts as a guide for new players to help get them started in the brutal world of Savage Lands. This was based on player feedback and suggestions. Over the next few months we will also be adding in bits of lore and story players will be able to discover as they explore the world. This will help to immerse players more into the amazing experience we have created for them. IGM: Most first-person games don’t prioritize character customization in terms of visuals. Did the multiplayer aspect of Savage Lands lead you guys to place more emphasis on visual customization? Rubyor: For our team, we see character customization as a major feature for any survival game. It gives players a deeper level of immersion and connection to their characters. It’s also a great way to distinguish their characters from others when playing online. The character customizer we have now is phase 1 of a much larger system. Expect to see some more features and options once we make the transition to Unity 5. IGM: What sorts of design/balance challenges does multiplayer present for a survival game? Rubyor: For Savage Lands, we constantly have to evaluate all areas of the game experience where having multiple players can make the overall difficulty feel trivial. In our minds, balance is simply not just health and damage. That’s the easy part. The biggest challenge for us is creature management. We constantly evaluate and tune the number of creatures that spawn when multiple players are in an area. This is done to mitigate farming and ensure that the experience feels natural and believable. We also layer creature spawns in such a way that as you venture deeper into the world, the encounters become more dangerous. Mining and harvesting are also areas that we spent a lot of time balancing. It is important that these things are thought out in how they are populated into the world, to ensure players are exploring and not mass farming in one localized area. But again, balancing a game experience is a delicate affair. Luckily we have an amazing community that supports our efforts in this www.indiegamemag.com 15