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jobro13
#139972187Friday, July 11, 2014 9:06 AM GMT

This is about the following game: http://www.roblox.com/Stranded-place?id=161827146 TLDR is in next post. A long time ago, around 3 years back, I decided to make a game. A survival game, that is. The post can still be found here: http://www.roblox.com/Forum/ShowPost.aspx?PostID=54151398. The community and atmosphere I built up back then is still in my mind. A year ago I touched the steering wheel and decided to sail to somewhere else. My decision was wrong, which has been told to me by various people, which include for example Xulp and Fattycat17. For the readers who are still reading and have no idea what I'm talking about: Stranded was a cozy game which was (and still is) unknown and unpopular. The people who came to the game were always in for a good game of Stranded - a game where you survive and you try to make some amazing crafts with teamwork. You can compare the game to games like Survival 404 or Survival Beginnings, to name a few. The main game mechanics are derived from those games. The game had something strange - and that's not to brag - it did not attract any spammers or other people which we don't want in there. Yes, we have had some hakers, but that's about it. The community was nice, warm and cozy and we really built a good game back then. Most roblox game developers are "far away" from the community (not all!). I intend to be as close to be to the community as possible, just as I did 3 years ago. The idea is that even if you cannot create a game, you can help build up an awesome game. I have learned something the past 3 years: game development is not about learning how to code. Game development itself is much harder than that. Believe me when I say that designing a good game is harder than coding the game itself. That's why I need your help: I need people who give me feedback. Are game mechanics okay? Is it too hard? Not fun? Why? This is one of the ways you can help me - or building some islands for the game, or creating some buildings. However, my coding style was too limited and I was unable to update the game anymore, due to my completely messy scripting style. The old game is good, very good, it's huge. It has around 150 crafts and a huge building "library" which has around 300 different buildings in it. Other game mechanics were huge too - take fishing for example: up to 52 different fish could be caught. The old game was hard - it focussed on balance and realism. It had that, but it was too hard and was therefore not fun for new players. If you knew how to play, the game was amazing and it's still enjoyable. The new game was less hard and focussed on fun. However, I forgot one critical part: it should also be easy to learn for new players. Also, the feeling of the game was ruined. I'll come to that. The "new new" game will focus on balance, realism, fun and a short learning curve for new players. It will also be created as I intended it to be created - I even found some old notes back. Why are those things not in the old game? Because I could not code it back then, my coding experience was too limited. The new game focussed more on clean code. However, it ruined the old cozy feeling of the game. Some people won't agree with me, but almost every old fan I spoke with has said the same. That's why I can only conclude that I must start over again, but now the same way as I did 3 years ago. It already feels good - I started with the same map too, which makes me happy. A strange chain of events has happened too: the first player on this new game was also the first player back 3 years ago on Stranded: darkburst369. It was around this time (after he played) when I also posted this forum topic about the game. I'm just going to do it again, but now I will do things as I intended things to be. It's all a big wave of nostalgia feels. This thread is for discussing the game, adding suggestions and ask for information. I'll just do it all in one thread because otherwise it will be messy. Changelogs will be posted here too (or URLs to their topics). Roblox is not always the best site to contact eachother. You can contact me via various means. I prefer IRC myself and I suggest that you contact me there. For slowchat, join the official stranded forums. Go to this tweet for the URL: (you don't need a twitter account!) https://twitter.com/Jobro_13/status/487164673142177793 That's also my twitter account: @Jobro_13 I'm on the freenode IRC network known as "Jobro". You can find me on the channels #SurvivalGames (for survival games in general, I have invited some other survival devs there too which might join occassionally) and on #Stranded (for "official" game chat). Just search freenode webchat on google. This topic can be used for slowchat, but I suggest to join the official forums too (url in the tweet) so you can also share images, stories, etc (and things will be more organized!).
jobro13
#139972208Friday, July 11, 2014 9:07 AM GMT

TL;DR This topic is for discussing the game Stranded, which is a new installment of an almost 3 year old game. It will be built up using the same style as 3 years ago, but now it will be coded good and the gameplay will be as intended. You can suggest things, post bugs, share ideas and stories - everything on here. I fear that this thread might become messy though: you can find an official forum here: https://twitter.com/Jobro_13/status/487164673142177793 I will try to respond to every message here. Be nice and happy!
ignatiuslee
#139978492Friday, July 11, 2014 12:16 PM GMT

First post! (Okay, that was irrelevant) I am extremely glad that Jobro has decided to move back towards the old style of stranded gameplay. I personally feel that stranded episode 1 is even better than davidii's survival games. However, i was really disappointed to say the least when the new stranded came out with entirely different gameplay mechanics.Glad to see Jobro decided to stick with the old mechanics. 1 suggestion i would really like to give is that more kind of food/cooking related items or buildings be added. Don't get me wrong, i appreciate the many kinds of fish and fruits in-game, but adding more complex food items would increase the level of fun during the end-game period. Finally, I am willing to help with construction of the buildings and hope that i can be of assistance to build this game. If you, Jobro, ever need any help with building of structures, please contact me. (I can't script though) All the best Jobro!
jobro13
#139981261Friday, July 11, 2014 1:20 PM GMT

First of all, thanks for your reply! :) I'm very sorry that it took me over a year to realize that. The new Stranded has turned more to some kind of tech demo than to a game. Don't get me wrong, it's still a fun and well crafted game, but the point on style is correct which is one of the reasons I decided to move back. It was not for nothing though; the new game has really helped me in creating well organized code. The code for the new game has links to the code of the "old new" game, because the invisible parts of that game work really well. I'm talking about recipe checkers and backpack handlers here, aswell inventory saving. Yes. I agree with you that the food is way too straightforward. A cool system would be some kind of plate which we can fill with ingredients, aswell a system where the character needs certain nutrients. (I'm stealing some ideas from TFCraft here). If you have all these nutrients, you will be more healthy (and have more "health" thus you won't be killed fast, can starve longer and maybe even survive extreme colds longer, later on if it gets added). Plates would add to this; if you eat all ingredients without "mixing" them you get the base nutrients, if used as dish you get a bonus. Plus, of course, certain combinations will lead to dish names (pizza, pie, etc) which add even more nutrients. Of course pie would not be pie bottom + pie ingredients, but more something like how we create pies in "real life". Make dough, put some chopped apples in it (maybe some sugar?) throw it in the oven and voila, lovely, a pie. The recipe would then technically consist of dough + fruit, where apple is in this case the fruit in question. Maybe it has to be "chopped" in order to work; thus use a knife on the apple. When I have some things I need help on with building I'll remember that I can contact you. I don't really need help to script, but I have opened the technical backend of the game which is now open source so that contributing is possible. Later on more contributions can be made via translating the game (yes, I'm gonna add translations) and feedback - I need that the most probably. Feedback is the best thing I need. If you got some time I would really like if you could write down what you liked in the old game and what you disliked in the "old new" game ("old new" = game currently on top of my games list on my profile!). Let's get this game rolling again!
MunimR
#140002171Friday, July 11, 2014 5:57 PM GMT

Not the first reply! But you mostly know all my ideas, I just want to say I will re-join the forum and start working on the project more (as you know I am also busy with loleris and klamknights, so my "more" might not seem like a whole bunch but I will try)
jobro13
#140008109Friday, July 11, 2014 7:01 PM GMT

As you know the focus isn't anymore on getting people in the technical side of development (scripting - but that actually is possible now which was not in the past) - I need more feedback on the game itself. Especially in the pre-alpha stage as that will set the setting of the game. I need to know if that is "the same" as the old game (as in: the same level or better). I need to know if controls are easy, if the game is easy to pick up, what confusing things are, what needs improvement, etc. I know if a game is fun or not. I don't know if things are easy to learn as I can't provide an objective opinion on that. I code the game so I know exactly what will happen when, and why it happens, so I will have the "best knowledge" about the controls in general. That's why I cannot figure out if controls are confusing or not - if they are handy: I can decide that if I feel that the controls slow me down in what I try to manage in the game.
jobro13
#140019975Friday, July 11, 2014 8:57 PM GMT

I might not respond from now, because I'm not sure if I have internet tomorrow. I will respond to all posts eventually. Feel free to post a bunch of suggestions and discuss them with others.
ignatiuslee
#140048064Saturday, July 12, 2014 1:52 AM GMT

Fantastic! Now, if i remember, my favorite feature about the original game is the variety of buildings in it. The ability to mess around with different building parts and pre-fabricated buildings never fails to impress me. Please keep the old building system intact as i really like it. Perhaps you could also add something like beds (i know there is already a wheat bed, but perhaps other types like crude bed or medieval styled beds?) that allows for a fixed spawn point? I really find it cumbersome whenever you die and cannot find your base again. Although the dynamic spawn system is unique. One final note is that the first game is really hardcore, often requiring that i spend at least 1.5 hours before actually acquiring all the materials i need to set up a decent base. Most of this timing is taken up by the consumption of food so i want to propose that the eat/drink rate should be increased slightly (but not instantaneous) so more time can be spent advancing the tech. Once again, thanks Jobro!
piratedevil
#140135956Saturday, July 12, 2014 10:55 PM GMT

I agree with the past reply about the way you made buildings. Thats what kept me playing because it was custom and you could make houses not all the same. I have had good times with your old game and the new game not so much. I also agree it was extremely hard for new players due to the fact there was no guide unless you searched all throughout google as I have to try to learn your complicated game. I really love the old game and I will do whatever I can to help with it. The best part is that it isn't popular and most everyone on it was friendly (Not much raiding). I think you should have maybe a guide to all the basics (Hammerstones, Making tools, Building, etc) I can build somewhat but cannot script (which won't matter considering you yourself will do most of the scripting). I really love the old game and hope to see what the future brings! :-D
MunimR
#140240603Sunday, July 13, 2014 11:16 PM GMT

Yes I also agree on this the buildings were probably the best part, surviving and stuff was fun, but making the tribe and buildings with friends was probably the most fun.
SkilledSniper1
#140793550Saturday, July 19, 2014 12:18 AM GMT

I have to agree with everyone else on the buildings. The flexibility was amazing! Old stranded was indeed fun, but there were glitches and bugs. The new stranded had mines that actually have to be mined piece by piece, while the old mine just mines out by segments. The trees in the new stranded was cool, too. I could use my old parkour skills to get up, giving me a little mini game. I play games to complete challenges, which usually gives me satisfaction, and probably others, too. The next stranded I'd imagine would have a realistic and friendly start and as you progress, things get easier and more natural, but you would have challenges that would still challenge you, even if you have the best gear. I also imagine civilizations popping up as more people join the community. This maybe a lot for the future, but I'd imagine this would all be possible.
piratedevil
#140814549Saturday, July 19, 2014 3:58 AM GMT

Possibly add some animals? Maybe some dogs that can be tamed to hunt and fight for you? Maybe a few farm animals that you need a specific animal pin to keep? Goats sheep cows? Maybe wolves that come out at night to add to the need for shelter?
jobro13
#141867917Monday, July 28, 2014 8:29 PM GMT

@ignatuslee 07-11-2014 06:52 PM I totally agree with this! The way of building things was one of the most fantastic things in the game. I even remember that one of the island is formatted so I could make a huge mineral slide on there. Hah. Cheater me. The spawn system was nice, indeed. The idea of beds is nice in general, yet I fear that returning to them when respawning will be a problem. If someone kills you and you have a bed nearby, you just respawn and annoy this guy until he ragequits or kills you. If he kills you you will respawn on the same place or nearby. In what will this result? Either this guy destroys the bed or he flees. I don't like that kind of view. The game was indeed hardcore and I like to keep it like that. However, there are some things which must change (in my opinion) 1) The game is to repetive I'm referring to creation of tools. Find a small wood, or a large wood, and then cut it, and then. .. It's clicking and clicking and clicking, but it's all the same action: conversion. This should change. Solution: add some real work. Knapping (using a hammerstone on other stones to cut parts off) -> Click on parts of the stone to delete them. When done, a matcher checks if any valid stone type is created. If so, make it, else, create an useles stone. 2) The game is too hard for beginners. No one understands the game - most people leave after 5 minutes and never come back. In my opinion, thats a shame, as we all know how much fun they miss. A high priority to fix. Two propositions: 1) A tutorial (will be added) 2) In-game recipe book help (tech points kind of thing, with the ability to buy tech points) Also, the community could help on this too (and this is done) by "mentoring" new players. However, some players are not that smart and won't accept help ... (I guess I'm one of them as I always wanted to figure things out myself..) @piratedevil 07-12-2014 03:55 PM I totally agree with you. I'm going to focus on bringing this old feeling back and I need your help to verify that this feeling is indeed back :) @Fattycat17 07-13-2014 04:16 PM The game is indeed the most fun when there are more players. Especially friends, building huge fortresses. @SkilledSniper1 07-18-2014 05:18 PM I can make you happy too. I'm using the old files for managing and creating mines, which means that the "new new" game will also get this "portion mining". It will also get all those stone types I once sent you in a document, which are 20 stone types if I remember correctly. I had an update ready to be shipped for the old new game, but these will be put in the new new game instead. My focus is indeed on making it easy to get simple tools to do stuff - getting a crude fishing rod, a stone axe, etc. You can use those things, but new players will figure out that those tools are stupid. They break, they are slow, they are not powerful, they don't offer protection and moreover: stone tools are not cool. Metal tools are much cooler. The higher you get on the metal tier list (stone-bronze-iron-steel-stainless steel, with "between-tiers" with special properties) the harder it will be to make the things. I proposed some "minigames" for hammering stuff on anvils; the higher tier items will be much harder to do right than the lower tier items. This won't lead to frustration, but merely to people who will really get good at creating a certain type of steel, which I think will be both interesting and realistic. The only problem I see here is another repetition, as the current setup will follow a certain "recipe-line" which is the same for every tier. However, for every tier there are multiple ways to get to the goal (the tool), one way being slow but simple and another way being fast and hard, and even a way to mass-create things. I guess this finetuning will come later. I will post some ideas soon on in-game communities. The idea has been around to create global (persistent) tribes, like clans in other games, which have a leader and people to join. This would be interesting if the game gets more players. @piratedevil 07-18-2014 08:58 PM While coding these animals would be hard - and even harder to do right - I totally agree that animals should also be a top-prio item for Stranded.
jobro13
#141960537Tuesday, July 29, 2014 4:01 PM GMT

I would like to notify you guys that most of the game's backend code is now done. The thing left to do now is to enable interaction - in short, I only have to write GUIs and controls right now, as the "world" already function well. Oh, and I must not forget that I must add a mountain of content. One of the coolest features of this backend is the recipe checking service. It runs on both server and client: the server only validates, the client uses the CPU to figure out which can be created. This means that the server won't get clogged by requests to figure out what can be created, and that the client cant create things which the client cannot create (aka, via hax). The recipe service is flexible, the resources and buildings are defined via a kind of class system - a Crucible (metal mixing device) extends a Furnace, which means you can also smelt ores in Crucibles (yes, this is logical of course). Fun fact: I only need to define this "smelting recipe" once. What? Smelting is a recipe? Jobro, are u alrite? Yes, I am. I am going to define everything in the world as a recipe, because then I can present "paths" to a recipe via a recipe service - no more vague recipe lists with items which are only listed once - how are they created then? This also opens the way for a recipe like "Pickaxe head" + "Handle" in which both items are abstract here and the item created would get properties from the handle and pickaxe head. Awesome, rite? Yes. Very awesome! I posted some other concepts on the Survival Project forums - please check it out :)
jobro13
#142302219Friday, August 01, 2014 8:04 PM GMT

I worked some more on scaleability and speed. The current service pipe allows me to create extensions of roblox objects by providing a "Survival Context" for them, defining the behaviour in-game. This is both loaded on server and client. The pipe is quite long but mainly works like this Roblox instance list -> Instinct Object list -> RecipeService -> CreationService -> Instinct Object list -> Roblox instnace list Basically this pipe changes input objects to output objects, which can be very abstract. An object can be a vehicle, furnace, flower, backpack, anything. Due to this abstract approach I can say with confidence that I never have to touch this code again, as it will support any feature. While this doesnt add any gameplay, this is one of the core services of the game. I only need to create some UIs now to get crafting ready. After that, other small UIs need to be created - chat, player list, backpack, gather, etc. I hope for a release ASAP.
piratedevil
#142321639Friday, August 01, 2014 11:40 PM GMT

I'm glad your going to add animals due to the fact when I was a nub to stranded I looked for about an hour for some sort of animal :p. Besides that topic I like the minigame idea! I used to play Jacksmith alot and this seems to be pretty close to it :-D. I found the intro to Stranded: Episode one kind of useless. It was just read find a red bag then thats it. It did introduce you to the story of how you got there which I liked but I thought it was not worth giving the time to code due to the fact not many people went through it anyways. Maybe make it a small intro if any.
jobro13
#142361249Saturday, August 02, 2014 7:51 AM GMT

Referring to the intro: back then it was more of a personal project, I wanted to create a small point and click game in the main game. Another reason to make the intro was that I wanted a "reason" to explain what happened. The new game will get an ... interesting story, which is not necessarily discovered via a side-game. I do remember that I needed 1 day to create that intro though, so it's not a big deal. Stay tuned. The game is getting awesome and I hope to release it soon. Sadly, I need to work a lot next week and I hope to find some gaps to work on the game. Thanks for all support!
jobro13
#142769440Wednesday, August 06, 2014 10:36 AM GMT

The past days I have worked on making the game intiutive. One of the main features is that (technically speaking) gathering something is actually a recipe. The service I wrote will return why something cannot be gathered, and from this info the gathering GUI is built. For instance, you cannot gather huge logs from trees - you need an axe to chop them down. This is shown on the GUI and even has a red warning color. Also additional info will be shown. For testing purposes this now shows a Material property - all stones are shown as "Material: Stone" for example. This feature will later be used to figure out the temperature of ores and in what state they are. Very handy. I uploaded a new thumbnail to the game which shows how the islands now look - random resource placement works really well. Stay tuned!
squeak897
#142834761Thursday, August 07, 2014 12:58 AM GMT

So I just rejoined roblox and I found all my groups left so I rejoined I would Like to ask Me being admin in stranded again please do not have any buffs for admins maybe xp boost but if there are no buffs like spawning in stuff. When I joined a server a 2 days ago the other guy that was on the server said that the server recognized me as an admin and he spammed until I gave him items. Thank you for reading this post!
squeak897
#142835109Thursday, August 07, 2014 1:02 AM GMT

And pre-fabricated buildings rock. The ones you made in stranded episode 1, the marketplace was my favorite.
jobro13
#143652137Friday, August 15, 2014 11:42 AM GMT

There is no admin on Stranded and there will never be. The game will be built so that things are non abusable and that admins are not necessary. Admins in games will always lead to abusing the admin. If I would put admin in myself, I fear that I would use it the wrong way. Stranded is (going to) use/ing FilteringEnabled - this means that hakors will need to come with some big stuff in order to hake the game. I'm trying to make it nearly unhakable so we don't have those kind of people on the game. Prefabricated buildings will be put in the game - I'm not sure if the huge places like the marketplace will be put in too. The thing is that I am going to add custom building which allows you to use your resources like you would place bricks in roblox studio, or building with lego. As for progress: The UI kit I was making is done which will allow me to rapid push some other GUIs out there. Backpack is done, crafting backend is done, frontend is being worked at. TODO: -> Stats (1 hour) -> Chat (30 minutes) -> Player List (10 minutes) -> Tool GUI + handles (~1 day) -> Message GUI (30 minutes) -> Custom Building (~1 day) Tool GUI and handling wil be the most work - then comes custom building which will also need a fair time input. I need content too and some other handles which will probably take another day. In all, I think I'm done in 3 days.
jobro13
#144021307Tuesday, August 19, 2014 8:40 PM GMT

I'm gone for 9 days. Ill give an ETA after that, which I will of course not make as always. Stay tuned though as the game looks extremely good. It's going to be very interesting :)
jobro13
#146200336Tuesday, September 16, 2014 9:29 PM GMT

Little follow up. As expected, this takes much longer than I intended. I can't say it enough though: this is going to be epic. I'm starting to sound a little bit repetive I guess. And maybe you guys don't believe for the full 100%. To destroy those doubts I will put some promo's online soon. The backend code is beautiful, but that's to no ones interest except me. It makes me happy. The scalibility is awesome. That does interest you, as changes in "general gameplay" such as adding new recipes can now be shipped /extremely/ fast. Faster than light! Meanwhile the paid access game will be a dump of what I got. Updates on there will follow soon, but the latest updates where more backend code updates which didnt really change anything. When I have a realistic ETA (and then a REALLY realistic one, which is actually based on something instead of me shouting a date) I will announce it. And I will make it. And I will make sure it works. (note to self: yeah thats like everything what went wrong on all previous releases. So this one should be right!) A small plan: -> Communication As in the old game the communication to players will be close. I will play the game. I will respond to questions. Etc. Players can help with a lot of things - "real" collaboration is hard, especially on code. But testing and wiki writing are very important too! I really need people for that. Just like in the past. Numerous ways will be opened to discuss. A forum (which is already open, but not active) for slowchatting. IRC (#Stranded and #SurvivalGames on freenode, where the last is more general as in survival 303 players could come there too). Twitter. Youtube. Wiki. etc. -> Monetization Don't cry! I want to make some money of my game. There should be no loss of fun when adding this monetization. In other words: no pay2win. I would never do such thing. Robux is going to be used for some special game features which are nice to have, but absolutely not necessary to play. Also, Stranded is not going to be freemium! Money will open a way to dig into some advanced features of the game which you currently do NOT find in any survival game (at least I didnt see those things I have in mind yet) - so you really won't miss anything if you can't pay it. Another reason for this is that I am starting to see roblox more and more as a serious gaming platform every day. That also means I need to create a more serious game. Polished UI, better user experience, a lot of fun. Professional. That's the aim. But still close to our cozy community :) What I'm doing currently? Working hard. I don't have much time as I recently started in college, but all free time I have goes in this. Stranded looks epic. It promises lovely and especailly FREE gameplay (following the idea of the old game: you can create bread the regular way, but why not create a bread factory? - but now that idea expanded :) Custom boats, buildings, etc, without those strange building GUIs. And more realistic. You think of it, you make it. That's the idea!) Yeah. I'm looking forward to playing this game, but sadly, it's not done. Yet. I won't lie to you guys: it is going to take some more time. But, it is worth waiting for.
ignatiuslee
#149938356Monday, November 17, 2014 8:32 AM GMT

By the way, about the user interface/ gameplay, i would like something like that of island/ expedition interface, both of which are made by wheatlies. This is because of the amazing smooth gameplay i experienced when playing those games and as the controls were relatively simple, even new players will get the hang of it quickly. I remember my first time playing stranded. It was a complete nightmare/paradise all at the same time. i had to figure out all of the controls and the mass of interfaces on my screen, but was also excited by the vast content i expected to follow up. I was not disappointed. Maybe have a very simple gameplay mechanic at the start but gets progressively harder as u progress through the technological ages? For example, cooking food at a campfire is simple, but baking pies at an oven is not. That way, beginners would get the hang of the game quickly and would also stay longer as the game becomes more challenging as they try to advance through the stages, giving them a sense of satisfaction every time them succeed in progressing through the tiers of the game. -peace

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