![]() Tier I is the Glowstick, after snapping it to turn it on, it projects a short-range area light that lasts around one minute before dimming***. After putting your UV light away, the print will stay visible for a short period (depending on how long you charged it for), allowing you to take a photo**! When shining a UV light onto Fingerprints or Footprints, you will still see it straight away, but additionally, the light will charge up the print. With Progression 2.0, we've added UV charging: You would see the print with your UV light, put it away, then proceed to take a photo of nothing. Next, we found that taking photos of Fingerprints and Footprints never made much sense. ![]() To remedy this, if a ghost steps into a Salt Pile* it will now only show Footprints if it has Ultraviolet Evidence! Non 'Ultraviolet' ghosts will still step in the pile and give you the initial photo, and Wraiths will still never step in the pile. If your ghost refused to move somewhere with doors or other interactables, you might never get that Evidence! The main reason was to address getting Fingerprints in some of those more open areas that are really frustrating for players. But we felt it could have a few things adjusted to make it feel more immersive, more fun in certain situations (we're looking at you High-School gym.), and more interactive.įirstly, we've renamed 'Fingerprints' to 'Ultraviolet'. Is it COVID lockdown, or perhaps an increased openness to indie games from players these days? His answer’s perhaps more simple “I think everyone is always on the lookout for multiplayer games based around having fun with your friends rather than competing against other players, whether it comes from a known development team or not.” The results, and the changes they’re forcing Kinetic Games to make, are bearing that theory out.Welcome back, we've got some news for you!Īny information and images are Work In Progress (WIP) and may change drastically before releasingįingerprints have been one of the more reliable evidence types in Phasmophobia. I ask what Dknighter – who surely can’t have dreamed of a run like this for his first ever game – thinks about that sudden success. Now the game has over 2 million sales, with a player peak of around 90k.” If you want some sense of how quick things are moving for Phasmophobia right now, that player record has since risen to more than 110k since we talked. I was planning for the server capacity hitting a maximum of 500 players on launch day and it to drop off from there, as well as only aiming to make enough money to keep making more games. I ask Dknighter if there had been any expectation of the kind of success Phasmophobia’s seen in its early days. The idea seems very much to keep Phasmophobia as-is but continue to push at its boundaries, fill it with more potential scares, and ways to catalogue them essentially, to make more of the game that millions have taken to in recent months. 1 AI, and balance the game, then add new features around that style of gameplay.” Right now I have no plans to add another game mode, as it would turn the game into something completely different, and push the game away from what I want it to be. “The second PvP mode was added to the Trello to see what everyone's reactions would be. At one point, that board featured mention of a mooted PvP mode in which a player could take control of a ghost – that’s no longer featured on the board, and with good reason: ![]() As for what’s next, a glance at the game’s public development Trello board shows you how many features Dknighter is thinking of for the future, but one element might be something of a pipedream. We saw the fruits of that work in last week’s patch for the game, which made dozens of fixes and changes (and, to be fair, did add some Halloween flavoured new content in there too). All new updates can be played on the beta version of the game, which everyone can access through Steam.” After these bugs are fixed the new content will likely get bundled together in big updates. These bug fixes would usually be sent out when they are ready but, due to me having to update a lot of the game’s code, a lot of new systems need testing, so the next update will be a big stability and bug fix update. “At the moment my only focus is getting the major bugs fixed before I begin working on new content. For now, however, the developer's focusing on existing features, rather than new ones. Dknighter doesn’t go into detail about the details of the new plans, but it seems the game will remain in Early Access for longer than planned, and may well be more ambitious in the additions it makes.
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