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THE LAST WORLD

The first post is a new stage in the development of the studio.

We go out after a long hibernation. We have been hiding our secrets from other eyes for a long time and the time has come when we will reveal all the cards. But everything has its time. The history of the project The Last World will open in portions and will be accompanied by short videos with mechanics or pictures of the gameplay.

Digital log # 34 - Ironborns Project

Imagine a world where only machines rule. A piece of metal that needs ///…/// except for nourishment, to continue doing its ///…///.
We’ve come a long ///…/// to find a new place, a new home. Our mission is to find a planet suitable for reproduction. Planet, if possible, not ///…///.
We will build, ///…///, develop and research…

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THE LAST WORLD

The Chemical plant is intended for the processing of natural resources into resources valuable for development, one of which is Sulfuric Acid, which is extremely important for the creation of Energy Cells.

Name: Chemical Plant
Class: Production
Dimensions: 6x6x6

Design and engineering document #34 - Chemical Plant

We have been instructed to find ///…/// for processing it into sulfur at the Factories. First of all, we sent geological reconnaissance drones to the supposed places of resource accumulation. For our comrades, it was a one-way ticket. A couple of days later, only ///…/// transmitted a signal to the control center and we went to the given coordinates.
///…/// ///…/// ///…///
We have drilled for several ///…/// and finally reached our goal. We extracted as much of the ///…/// as we could.
///…/// ///…/// ///…///

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The Last World

One of the important stages of development is the generation of planets. Each planet must be unique. At the moment, there are two types of planets - earthy and desolate.
At the moment, random generation of only one planet has been implemented, in the future it is planned to generate a solar system.

Planets are generated in several stages:

  1. Generation of a sphere - hexagonal or hexasphere;
  2. Generation of maps - heights, heat and moisture;
  3. Generation of the final map - based on the three previous ones.

Digital Log # 5 - Worlds

World, it is written that the new home for our ///…/// will be beautiful, which will be better than where ///…/// came from. On the way to our destination, we met thousands of planets, and they were all empty and lonely.
///…/// ///…/// ///…///
Our central ///…/// guided us to a point on the galactic map. But whether there will be life there, whether we will be able to complete ///…///, no one knew, we could only assume … And we were ///…///, this is so characteristic of a person…
///…/// ///…/// ///…///

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THE LAST WORLD

The character modding system or Constructor is one of the main mechanics of The Last World. It allows you to assemble a character from dozens (and maybe more) mechanical parts.
A full-fledged constructor is available from the main menu. In it, you can create a new preset according to the prepared blank, load saves or default presets, and generate a random one.
During the game, the player will have the opportunity to use the constructor from the character’s inventory, but this time it will be limited in functionality. This requires a building - a Workshop.

Made with ICWM Asset

Digital log # 22 - Constructor piece of iron

We call them Outcasts. Scavengers who feed on decommissioned ///…///. Rending to the last screw, they are modernized, they become ///…///.
///…/// ///…/// ///…///
The Outlaws have given birth to a new direction in improving their performance by swapping ///…/// parts for improvements, from a technical point of view, or more ///…///.
///…/// ///…/// ///…///
///…/// only had to keep up with the times…

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THE LAST WORLD

The generation of unique planets is primarily based on the generation of biomes, the more there are, the more diverse and unique each generated planet is. There are currently 10 biomes. Increasing the number of biomes is a matter of time.

Biomes: Desert, Savanna or Semi-Desert, Tropical Rainforest, Temperate Rainforest, Grassland, Woodland, Seasonal Forest, Boreal Forest, Tundra, and Iceland.

At first glance, some of them look alike, but in reality they are not. There are many differences, both in colors and in vegetation and props. Each biome is unique and beautiful in its own way.

Digital log # 9 - Flora

///…/// says that in the endless ocean of stars, there are millions of planets similar to the ///…/// we came from. The only problem is how to get to them. We have not yet mastered the technology capable of transporting ///…/// over such huge distances.
///…/// ///…/// ///…///
But still we found a way out. The planet, codenamed ///…///, is habitable and so similar to ///…///.
///…/// ///…/// ///…///
It is said that machines have no ///…/// to appreciate beauty. Then they did not know a lot…

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THE LAST WORLD

Most of the time, the player interacts with the UI (user interface). And special attention is paid to the character inventory system. Because the character is fully modular, then we need to access all of its modules (inside the project they are called attachments), even outside the constructor system, which was described earlier (see Character Modding System).

The character’s inventory is divided into 3 zones:

  1. Left zone - character slots;
  2. Middle zone - character preview window;
  3. Right zone - character’s backpack slots.

Each zone has a huge functionality, which will be described later, but for now the picture shows the general scheme.

Created with ICWM Asset

Digital Log # 78 - Equipping

The next stage is disembarkation…
///…/// ///…/// ///…///
Another planet, another ///…/// mission. We send them to get to know the planet better and collect ///…/// for the research laboratory.
///…/// ///…/// ///…///
///…/// units must be equipped and armed, and in which case, always be prepared for the ///…/// that await them on an unexplored planet.
///…/// ///…/// ///…///
Each unit is given basic equipment that can support life, as well as a ///…///.
///…/// ///…/// ///…///

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THE LAST WORLD

To unlock new game mechanics, buildings and features, you need to go to the Technology Tree. In the Technology Tree, you can open and research new technologies from several branches of development. The branches can intertwine, so to open one technology may require the open of another related technology.
Each technology has its own price. The price includes - special items and the time it takes to research the technology.
A total of 3 technology trees are planned - the main one, the character and the building. At the moment, only the main technology tree has been implemented.

Digital Log #13 - Research

The samples from the planets gave us the opportunity to study the composition of ///…/// at a deeper level. We learned that the planet is mainly composed of iron oxides. Unsurprisingly, it looks so much like ///…///.
///…/// ///…/// ///…///
Another samples, but already from the planet ///…///, are more friendly to the reproduction of ///…///, but the reconnaissance group found no traces of life on the planet.
///…/// ///…/// ///…///
Sending more and more geological reconnaissance ///…/// is becoming more costly for internal ///…///, but this is urgently needed…
///…/// ///…/// ///…///

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THE LAST WORLD

The game implements a dynamic system of changing the day, smoothly flowing from day to night, and vice versa. The length of the day ranges from 20 to 30 minutes (the length of the day may vary), so that the player can observe the change in the time of day several times during one session.
Be careful, in the dark, visibility will be practically zero (not always and not everywhere). Therefore, when assembling a team on an expedition, think carefully about how to equip it.

Digital Log #46 - Perfect Orbit

We met many planets on our way, planets that drifted lonely in the depths of ///…/// and which perished due to the death of their luminaries. Our algorithms are geared towards finding ///…/// in the so-called habitable zone of a star.
///…/// ///…/// ///…///
Of the ///…/// of planets, only one where, in all likelihood, ///…/// in liquid form can be present.
///…/// ///…/// ///…///
Our scanning systems work continuously, looking for the very planet where we will try to carry out the ///…///…

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THE LAST WORLD

To create connections between buildings in the game, there is a so-called “Web System”. During the game, the player will need to produce items, mine resources, store, and also need to move them between buildings.
In order not to do this manually, the player can use 3 web elements:

  • Electrocity - for the transmission of electricity;
  • Conveyor - for transferring “solid” items;
  • Pipeline - for the transfer of gases and liquids.

The player will be able to flexibly adjust the bandwidth of each web for a particular building. The more bandwidth, the more power consumption.
At this stage, the system has been simplified; to connect the buildings, you just need to connect them with a line. If the lines are separated from each other, then they are considered to be different internal systems. A system that is not connected to any building will be highlighted.

Digital Log #28 - Web

///…/// days after the start of the mission, the ///…/// was divided into several streams, each stream forming its own single chain of events.
///…/// ///…/// ///…///
We call this day “Decay Day”. The day when separate systems were born capable of ///…/// separately, like states on ///…///. One of them is known as Otglos.
///…/// ///…/// ///…///
Despite this, everyone has one goal - to complete the ///…///…

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THE LAST WORLD

As it was written earlier, at the moment the generation of only an earth-like planet has been implemented, therefore the world around it corresponds to this type of planets. In the future, it is planned to diversify the generation of planets.

Vegetation is what the player first encounters after landing on the planet. Fascinating landscapes, light swaying of branches, fallen leaves or thorny trunks of cacti. All this fills the world and makes it lively and rich.

There are 17 types of trees in total, 3-4 per biome. Each type has its own variability so that the trees do not look alike. In addition to the main vegetation, the world is also filled with small vegetation that cannot be interacted with. These include - grass, flowers, small cacti, ferns, etc.

  1. Bamboo
  2. Baobab
  3. Birch
  4. Bush
  5. Elephant grass
  6. Fir
  7. Oak
  8. Palm
  9. Pine (eastern, common, small, panderose)
  10. Poplar
  11. Red tree
  12. Rubber tree
  13. Saguaro
  14. Silver Maple
  15. Sugarcane
  16. Twisted Acacia
  17. Willow

Digital Log #31 - Wonderful world

In 2565, we arrived in the solar system ///…///, in the orbit of which the planet K23 existed alone…
///…/// ///…/// ///…///
The landing was successful. We managed to collect all the necessary materials in order to go ///…/// on the road. The planet was inhabited by unusual organisms, until the village did not resemble those that we met ///…///…
///…/// ///…/// ///…///
We have christened the planet as hostile…
///…/// ///…/// ///…///
Despite the hostility of local ///…/// forms, the planet looked amazing. On my instructions, my assistants sent a couple of pictures to my desktop in the space station…
///…/// ///…/// ///…///
Alas /// … ///…

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The Last World

Completed the next stage of work on the buildings. This time, all buildings have acquired color, soot, fine detailing, scuffs and fake light sources.
Fake sources are clearly visible at night. When the building does not have electricity, it will be easy to find it at night, when nothing is visible. The nights will be dark!
The next step is to add static lights and particles to buildings.

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THE LAST WORLD

One of the features of filling a location is grass. The grass generation is completely procedural. The grass casts a shadow from the luminary, which gives more dynamics to the picture. In addition to all this, the wind force affects the grass and this makes it alive.
Most of the generating of the location is the generating of grass. In the largest location, the number of blades of grass can reach more than 14 million. This applies to wooded or flat areas.
Each biome has its own grass settings. Somewhere the density of the grass will be less, somewhere the color will differ.

Digital Log #17 - Opened door

Excerpt from report Đš56-22.05.3160
///…/// ///…/// ///…///
For a long time, //…/// believed that they could never rein in space and time. However, this was before the advent of great scientists who discovered the ///…/// by which we can move from one point to another without spending colossal time on flights.
///…/// ///…/// ///…///
Since we did not know that there, on the other side of the ///…///, we carried out many experiments. Probes have always been used for such experiments.
///…/// ///…/// ///…///

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THE LAST WORLD

After the extraction of oil petroleum or natural gas, they must be processed for further use in production. A cleaning station will help a lot in this. Its operation will require electricity, the resource itself, a little time, as well as free space in a storage building or in a tank.

The clearing station has a built-in tank for temporary storage of the recycled resource. The volume of the tank is not large, so it is necessary to transfer the accumulated resources to more spacious buildings.

After clearing oil petroleum in a station, you can get the following resources - lubrication fluid, solid fuel, rubber, plastic. Natural gas - methane, solid fuel, hydrogen. All these resources are needed to produce more expensive components or use them as fuel.

7727961--970422--GasLiquidClearStation_Gif_07.gif

Name: Liquid or Gas Clearing Station
Class: Cleaning
Dimensions: 5x3x3

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THE LAST WORLD

One of the mechanics in the game will be the factory mechanic. To trade on the Trading floor, the player will have to mine, find, produce, exchange resources.
The player will be able to thoroughly study each item - see its characteristics, description or inspect the model. All this is possible in a special window - Item Inspect Window.
This is the first part of the items that have been added to the game so far. Because the player will have to travel a lot, discover new territories, biomes, places, visit unique structures, the list of items will be impressive. There will be barter items, unique or rare, items that can be sold for high prices, or used.
In addition to common items, the player will also encounter items that he can add to collections for subsequent modifications of his character. As described earlier, all characters will be modular, with the exception of drones. This means that it will be possible to disassemble and assemble any character.

At the moment, there is no final version of the character’s appearance in the game yet. Therefore, the next step will be to add it and two classes of drones - Technical and Worker.

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THE LAST WORLD

The next stage has come to an end - these are the first skins of the character. The work on the character was one of the most difficult, and there are still several such characters ahead, a few more classes and a ton of various attachments for every color and taste.

7760328--977415--Character_Gif_07_half_2.gif

As it was mentioned more than once, all characters will be modular, but this does not mean that an attachment from one can compatible with another. All atachments will have their own characteristics and some of them can be produced at the factory and bargained for on the trading floor.

During the game, the player will be able to modify only part of the (non-critical) attachments, for example, replace hands or change the device. To change the rest of the attachments, you will need a special building - the Workshop.

In addition, there are a number of restrictions, here are some of them:

  • the character will not be able to use the tools without hands;
  • the character will not be able to move without wheels;
  • the character will be de-energized without a battery;
  • and much more …

More Renders here - ArtStation

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THE LAST WORLD

The new building class - Support. This class of additional buildings, such as the Water Platform or the Ground Lamp, are required only for specific purposes (for example, lighting a surface).

The Ground Lamp is designed to illuminate a small area of the surface at night. In total, according to the current plan, there will be 3 ground lamps - this is with 4 lamps, 2 and 1. The more lamps, the more power consumption.

A light source is a very expensive function that greatly reduces performance due to a large number of calculations (mainly shadow calculations). Therefore, most light sources will only work at night, automatically turn on and off at dawn.

Name: Ground Lamp
Class: Support
Dimensions: 1x1x4

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THE LAST WORLD

There will be several types of drones in the game, one of them is an automated type of drones.
Automated drones are an extremely useful resource. These little machines can do most of the work for you, such as mining wood or building something. Drones cannot be controlled directly, they only understand a small list of commands hardwired into their memory.

7811754--987990--10_Drone_vol1_half_2.gif

Drones can break or run out of battery, so drones are tied to the building - Drone Technical Station. Maintain your drones on time to avoid losses. Because Automated drones are unmanned units so they don’t have a modding feature.

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Hi everyone!

THE LAST WORLD

The game will feature space shuttles. They are designed to transport items from the space station to the player’s base and vice versa.

The migration and time of transportation depends on the weight of the cargo, the more it is, the more time it will take to deliver this cargo to its destination.

Also, from time to time, shuttles will be sent from the space station, which will drop random cargo on the location.

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Hi everyone!

THE LAST WORLD

The game will have tools for units (a local equivalent of weapons). Some tools will be able to extract natural material, some will repair buildings. All tools will have a “damage” parameter, so each tool will be able to inflict damage on the enemy, the difference will be only in the numerical value.

7900579--1006474--12_Mjolnir.gif

All tools will be modular, like units they can be assembled and disassembled. Tool modding will only be available in the game and will not depend on the Workshop being built

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This looks like a lot of work in terms of in-game art and models, as well as the crafting system that you describe.