#Please, Enjoy Your Stay - Survival sandbox

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gilded heart
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That's the feature I'm currently working on: a bed! Passing night is boring when you don't have anything to do, so this will skip the night time for you. It works already, but it needs a bit of refining (e.g. I'm setting respawn point here right now). Graphics and 3d objects are obviously just a placeholder; and this "bed" is made to look bad on purpose (it's not compy, actually you lose a few hp when you sleep there). One focus of the game is having weak and annoying alternatives at first and building better alternatives when the player do the right choices

gilded heart
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I'm working on adding a tutorial (aka task) feature! It's actually done, but i was wondering... What's the limit I should go? It's cool to have some objective to do, but I don't want to spoil every single feature. I also don't want to just stop the tasks in early game and leave the feature unused for the rest of the game... What should I do?

gilded heart
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I worked a lot and made a QoL update in two weeks! It featurs bed for sleeping, tools to remove placed objects, a small task panel to help new players, a gathering tool to increase harvesting output and some more tweaks! Aaaaand.. I released it in itch.io as a demo! You can now play the game and give feedback! https://senfineco-games.itch.io/peys

itch.io

Sandbox survival: build, explore and fight!

gilded heart
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Hi all! I did a huge post on Reddit (https://www.reddit.com/r/gamedev/comments/1m33dw4/mixing_rpg_progression_with_survival_gameplay/) which discuss the main core mechanic of the game. I'll copy-paste the text here too: Hi all! I'm working on my first "big" project, a survival game that will feature combat, progression, exploration, and base-building mechanics, all built around a core survival experience, something like Don't Starve, The Long Dark etc. The game is still in a very early stage (you can check out the itch page here), and I’m currently trying to figure out how to balance everything and create the kind of atmosphere and gameplay experience I envision.

This post is pretty long, but it would mean the world to me if you could take the time to read it and give me your honest feedback. It's about a core gameplay system that could determine the success or failure of the entire project.

What I’ve always loved about survival games is the challenge of staying alive in harsh environments: finding food, hunting, defending your base, surviving the cold, and so on. That sense of struggle & reward is something I definitely want in my game. I also enjoy the mechanic of crafting progressively better equipment using rarer materials, often unlocked after defeating bosses, similar to how it works in Terraria. One of my favorite feelings is starting with almost nothing, where everything is a threat, and gradually progressing to a point where you’re stronger and more confident. But I’ve always had a few issues with how this is usually handled:

Eventually, you reach a final point where you’ve crafted the best gear and there’s nothing left to do.

There are often too few weapon choices (like in Minecraft), or way too many unbalanced ones (like in Terraria), so you end up sticking with a small subset of weapons that fit your style, ignoring most of the rest because they're either not viable or not fun for you.
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In other games, like Cube World (good old days), I loved the idea that you could always keep progressing. You'd move from one zone to another, each with increasing difficulty. That system offered a few key things I really liked:

Unlocking new skills that let you play in new ways (like gliding in Cube World).

Finding weapons and armor of a higher level than yours, giving you that satisfying feeling of finally being able to use them once you’ve progressed enough.

Sometimes having to use gear you're not used to, because it's much stronger than what you had. This pushes you to adapt and appreciate other playstyles rather than sticking to the same weapon or skillset for hours.

Infinite progression.

Merging these two genres - survival and RPG-style infinite progression - is not easy, and I’m not even sure it’s a good idea yet. But here’s my current idea on how they might blend:

You start the game at level 1. Each creature (including animals) has a level that increases their stats (like damage, speed, etc.). The farther you move from the spawn point, the higher the enemy levels will be, similar to CubeWorld*. This encourages exploration, which is one of my main goals.

You rarely find complete weapons. Instead, you mostly find blueprints for weapons of a specific type and level. Around the world, there will be enemy groups guarding chests, or other challenging dungeons. Defeating them unlocks the chest, which contains a blueprint.

Once you build the necessary crafting tables (which depend on the weapon tier and materials), you can craft a basic level 1 item by default. Using the blueprint unlocks the ability to craft that specific weapon at a higher level (you can still choose to craft a lower, unlocked level).

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Materials have a quality tier based on where you got them. For example, if you mine in a zone where enemies are level 50, the resources there will have a material quality of 5, which is required to build level 50-59 weapons: same quantity as level 1, but higher tier materials. This system prevents you from farming early zones for materials to craft high-tier gear... you simply wouldn’t get the right quality.

You can also choose to merge lower-tier materials into higher-tier ones (e.g. combining three level 1 rocks to make one level 2 rock). This gives you a choice between grinding hard zones for fast progress with the risk of death or staying in easier zones and progressing more slowly.

Some crafting recipes and materials will still be unlocked by defeating bosses, or by rare blueprints.

Seasons and food are still an open issue. Food will spoil over time, and I’m considering a system to prevent players from cheesing the game by returning to low-level areas and farming easy food. For example, maybe low-tier meat no longer drops, or provides very little nourishment when you're at a higher level. This wouldn’t apply to things like berries or other veggies.

This system is meant to be the core of the game, and what sets it apart in a survival genre that’s already very saturated. I don’t know of any other survival game that uses a system like this. Of course, it will need a lot of fine-tuning. For instance:

Where should bosses spawn?

Will high-tier zones only spawn far from the starting area?

Will you still find early-game materials like flint in high-tier zones?

Many other questions.

But this is roughly the direction I want to take the game in.

What do you think?

Thanks for the time you took reading it! ❤️

    • I acutally don't like the fact that you can just move in one direction and it increases difficulty, but I also hate more the idea of implementing a layer of harder worlds - It's a survival, you got one world to worry about
gilded heart
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Hi! Forgot about this thread. A few updates have been released!
You can playtest the latest version here:
https://senfineco-games.itch.io/peys

You can check the new website here:
https://www.senfinecogames.com/

A few version have been developed. Gameplay and content is still low, but a lot of QoL and polishing for the base features have been added! In short:
Now enemies (..the single enemy in the game) have levels which scale their difficulty. They also drop souls based on their level.
Use souls to upgrade your weapons!
Repair items: they do not break anymore, but when they reach 0% durability, they are much more slow. Use less materials to repair them instead of building a new one!
Two new crafting station, specialized in wood crafts and fabrics.
You can craft crates to store items!
You can also craft a full wooden armor set to defend yourself!
Backpack and small pouch have been added to increase inventory!

And many other things... You can check out more videos here:
https://bsky.app/profile/senfinecogames.com

I'm currently working on a middle-version, the v0.0.6.5, which is mostly a bugfix version, polishes many other small details and adds the outlines, a new graphical feature which increase graphic quality. It should be released tomorrow/next week!

Next version will be really important: it will be the first version to add a lot of gameplay! New enemies and a new combat system will be introduced in v0.0.7, which will take a wile to develop, and I'll need a lot of playtesters for feedback. Stay tuned, and reach out if you want to help! ❤️

itch.io

Sandbox survival: build, explore and fight!

Developing "Please, Enjoy your Stay" (a.k.a. PEYS), a survival RPG sandbox game!
Discord: http://discord.gg/FsJeDShThB.

gloomy marshBOT
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