I hope everyone had a wonderful New Years and holiday. It's been a while since we have last done one of these, for which I genuinely apologize. These last two months, we have profoundly concentrated on level design (specifically Mars), the implementation of security barriers, game lore, teleporters, throwables, and our psionic mechanics. I believe it is also the first time you'll be learning about our psionic mechanics or security barriers in a development blog, and oh boy, it's quite exciting! We have talked about Mars before and have also showcased a portion of the map whilst showcasing our vehicles, but the time has come to finally unveil some more. Let's dive right into it.
Mars is one of our more intriguing worlds. It is one of our only maps that offers you an enormous open-world experience, and with that in mind, we are developing Mars with the intention of absolutely astonishing everyone who ends up playing there.
The landscape is considerably barren with stations/domes all across the world. At this moment in time, we have one station/dome which the team will develop further as development advances. The intention is to design and develop various stations and domes across the world which players can visit using a mixture of methods such as vehicles, teleporters, and more, .. or even on foot; but be advised, the latter is not recommended. But please bear in mind, the level is still very much in development, meaning it still requires a lot of polish and passes before it will be ready for full release.
How security barriers in Mankind Reborn will function is actually pretty simple and straightforward. Anyone can hack security barriers, but its complexity will principally depend on its degree of difficulty. The ownership of these barriers will depend on where they are placed or which faction owns the territory. The current system used for hacking the security barriers is a placeholder and will most definitely be revised and improved, but it will do the job for now — and that is, keeping your adversaries at bay.
We have also implemented a new terminal called Power Switch. We’re currently using it for the shield barriers and these terminals will allow us to connect powered actors to it and allow us to turn them on/off. In the near future, players will be able to place these dynamically on their territories and connect powered actors to them (traps, doors, generators, etc) to control them.
Teleporters will transport an individual from point A to point B on a specific map. They will have a cooldown built in so that players cannot abuse the system during combat. Eventually, players will be able to hack teleporters enabling them to temporarily shut them off and create potential chokepoints. The owning factions will need to maintain their teleporters in order to preserve its ownership.
Throwable items are now in the game as well. These can range from throwing knives, grenades and quite possibly even more than that! At the moment, there are four types of grenades in the game and we are looking to add more in the future.
BIONICS & PSIONICS
Bionics, or augmentations, are devices which can either alter someone's core stats or it can possibly activate something we call a 'Bionic Ability'. The latter being remarkably rare and efficacious. It is possible to install a Bionic on eight slots; brain, eye, shoulder, torso, arm, leg and there is also one slot that would occupy all slots. This presents the player with the capability to customize their character in how they deem fit. Take a look at one of the animations we have for it down below.
'Psionics' are powerful abilities, both supernatural and paranormal powers related to technology and electronics which players can utilize during combat. In order to utilize these abilities, players would need to install a Psi Glove on their character which takes up the Arm Bionic Slot. Whenever a Psionic-implant is installed on a player's character, only Psi-abilities can be equipped in its weapon slots but they can be swapped for different abilities at any given point in time. Players can only have three Psionic Abilities installed on their character.
We are designing the Psi-mechanic in such as way that going down the Psi-path is a conscious and deliberate choice, so players would need to determine for themselves whether to commit to the Psionic role or if they want to use conventional weaponry in combat; using both at the same time will not be possible.
We are also working vigorously to conclude our revamped website and pledge system. When this happens, we will take our donation system offline and fire up our pledge system. We have chosen not to crowdfund through Kickstarter, but rather to fund Mankind Reborn on our own platform. It is worth noting that this does not imply that those who supported us financially will lose any of their primary rewards; on the contrary, chances are rewards will be added to your pledge depending on how much you have donated.
We have developed a system which allows us to fully integrate Mankind Reborn into our official Discord server. Server status, killfeed, it’s all there as we speak. We will expand this even further in order to support territory ownership changes, broadcasting messages, world events, market changes, you name it! Everyone adores integration.
We have also optimized our game files once more in order to increase the rate at which Steam will patch Mankind Reborn.
Our game servers also restart every 24 hours automatically. We have found some defects in the Unreal Engine 4 dedicated servers, which essentially means that the longer the uptimes, the more unstable they become. This defect is present in multiple UE4 games, and at the moment, we’re currently trying to find the exact cause. So far we’ve lessened some of the rubberbanding issues that were present in our older builds by doing some tweaks. We will continue to further optimize the game’s network as much as we can until we switch to SpatialOS in the near future.
MANKIND REBORN ROADMAP 2019
We know some of you were requesting this, and rest assured, we are working on it! It will include pretty graphics, detailed information and if all goes well, it will be released alongside our revamped website.
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