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Hello, it's an exciting time, so here is a progress report on what's going on.

Tulip Snakes

If we're going with chronological order, it makes sense to start with the tulip snakes. Their concept art is already in the previous post. The original idea was simply a critter that scurries around in the grass. I specifically wanted to replicate those moments in real life where you see something like a snake or lizard suddenly move from its position, which makes a lot of rustling noise and can cause you to jump.

I don't think that's what the tulip snakes really became though, because I'd been keeping two other ideas in my mind for way too long.

Idea #1 was of a silly gremlin that latches onto you and deals some kind of status effect. Very early on, the idea was that it jumps onto your back and only increases your weight by a couple pounds; the funny part is that you yourself would not know it was on you until other players saw it. I never got around to making this, because it would be a lot of work for a simple gag. The second variant of this idea was that many gremlins could jump on you and weigh you down considerably--but this would just be annoying after the joke was over.

Idea #2 was of a giant bird-like enemy that could grab you and fly you up into the air before dropping you (like some actual birds of prey.) This could easily have been an enemy similar to the bees which protects an egg in a nest. And maybe that idea is still on the cards. But since we combined these two ideas, we now have something more unique and absurd which subverts the most obvious idea of an annoying weight penalty.

Jetpacks

For the tulip snakes I had to make adjustments to the jetpack physics code, so I took this opportunity to fix some issues with the jetpack. I had also been wanting to address the fact that it is far too easy to pilot the jetpack; the original intent of the jetpack is that it has an incredible use case, so it should be dangerous and challenging to drive.

The reaction I saw to this was so bitter that, to be honest, it rubbed off on me. So I flippantly dropped whatever I was doing with the jetpack and moved on, leaving it as it used to be.

But I made Lethal Company by doing whatever I personally thought was the most fun. If I couldn't do that anymore, I'd end up finishing Lethal Company ASAP so I can move on and make something else. So I'll just do what I think is fun from now on. I'm also probably not going to release updates to the public beta, so things will be as they were before.

All that aside, I found it more fun and impressive to fly low between buildings and trees rather than through the sky. So by limiting the jetpack's fuel and upward acceleration, I was trying to encourage that without forcing it in every instance. I did see some players recognize this, but it was not enough. So I'm working on something new which may replace the jetpack (at least at its price) and be more interesting. This new thing will follow in the footsteps of the jetpack by totally breaking everything and requiring me to make new systems!

(Maybe due to its high price and absurdity, many players treat the jetpack as the current "win condition" of Lethal Company? I wouldn't really want to drag down the victory of soaring straight up into the sky and exploding like a firework.)

The Dark Place is growing

I took a break to work on Welcome To The Dark Place. I undusted the project pretty quickly and began filling out the map only as much I need to get the game finished, adding some new boundaries to the world to cut off large amounts of space I was probably never going to fill.

Welcome To The Dark Place really is like a zombie at this point. It's come out of the grave like three times. This time was different though, because it's been 4 whole years since there has been real, serious progress like this. This time around, I had to change some of the dialogue and writing of more serious moments, since in some cases I actually found it quite immature and vague. (So I'm glad I didn't release it back in 2019.)

In other places, WttDP simply made predictions or statements about my life that were wrong, flat out. So rather than burn it down, I'm building new places, decision paths, and characters in the world to respond to the previous ideas. This may sound confusing; you just need to understand that one of Welcome To The Dark Place's greatest themes is about the future and about uncertainty. So as time went on, it gained yet another layer of meta-commentary on itself. It grew up.

Comments

Kyūso

Been loving LC lately and the idea of a new game to play from you is really exciting. I’m looking forward to the future!

reamnos

Super excited about WttDP!!! I know I’m incredibly biased but your judgement towards game balancing / direction has felt very healthy for the games you’ve put out. I really enjoy having the privilege to see you flesh out an art piece instead of a product. I’ve been happy to meet so many other people in the community that feel similarly!! It’s easier said than done but don’t get discouraged by people who expect quantity over quality!!!

butteredbits

I'm so waiting to see WttDP and what it has to offer!

CaliberPlex

If you think something is good for the game, then by all means stick to it. Dramatic changes can throw people off and it would take much longer than the public beta duration for people to get used to it. Granted I totally understand why people would lose their shit over it. The jetpack was so confusing and felt so useless when I first tried it. Took me forever to finally get the hang of it. Starting from square one probably wasn't fun... I personally didn't try out the public branch cuz I wanted to see the new features and changes when they were ready, so idk how drastic changes to the jetpack really were, but you're the creator not the community. Next time maybe try a compromise and do half what you want and half what the community wants? Personally if I were going to change the jetpack, I'd make it much cheaper but with some random malfunctions the lower the battery life gets. More accessible and still an awesome and powerful tool if used correctly, but you have to use it sparingly lest you risk it dropping you out of the sky and dying of fall damage or shooting you into the air at near maximum thrust and exploding. Also as someone who LOVES the jetpack, reusing the jetpack code for the tulip snakes was a great move. New favorite monster in the game, love the goobers.

1A3Dev

I feel like if you had posted your reasoning for the jetpacks when you made the change then people would've understood and been less hostile and likely given more constructive criticism (which tbf they should've gave originally), a friend of mine thought of an interesting solution for them which works with what you want whilst not being a complete nerf... Make the explosion of the jetpack air pressure dependent, the higher you go the slower you can go without the jetpack exploding and vice versa the lower you fly the faster you can fly without exploding. This would be less work than having to make a new item since it'd only be adding new logic for when they explode. It's also sad to see that there won't be anymore public betas due to it.

Jalen Cene

It's a tough situation because all these people now feel some entitlement to the games design/direction whereas it's always just been your project for you. Like it's cool that there's some people who play the game for high quotas and ultra competitively, but it sucks that as a result now there's some pressure to design around that. Idk if the game was ever meant to be fully 'fair', but many people in that crowd are upset about things like the butler bees being invincible for example. I probably would have done the same thing you did because of the backlash, but it sucks that that's the way it is.

eilrahC

Tulip Snakes are such a cute and fun edition. I do wish they spawned more often or weren't killed so easily, I have only ever had one attach to me. I have never been lifted off the ground like they claim to do. The Jetpack nerf was jarring at first. I never got enough time with it to master the new controls but I did like the new hazard of no longer being able to just fly over everything. I think a good counter would be having Old Birds try to grab you out of the air similar to how Tulip Snakes attack/attach with some prediction AI. Another suggestion for the Old Bird is to have them fly in rather than just spawn if a new one is spawning, this fits their bestiary entry of flying to other moons. I'd like to see Brakkens make more of an effort to be quiet, then opening doors they are very loud. A quieter door open sound for the Brakken could make them more scary.

eilrahC

Feature/Entity Ideas: Entity that blends in with the environment slightly to try and attack a nearby player/entity. Indoor planks on doors that need to be smashed off with a sign or shovel to access the area. This could be expanded by having an entity deploy them. It would be cool but really challenging if landmines broke through to the floor below causing players to have to jump across or risk taking fall damage, or just have the facility spawn with holes in the ground like that. Entity that grabs the player and drags them away, but does not kill them until they leave the area they drag them to. Like Hording Bugs they seek more stuff to drag to their area assuming its all static. Once the player leaves the area and the entity spots them again they attack. I like to imagine this entity is territorial towards all entities, giving the area it drags you to a sort of safe zone vibe. Entity that paralyses or slows a player and can only be reinstated when brought to the ship/outside Passive entity that scares off baboon hawks and dogs Indoor button or switch that activates sprinklers or something that deactivates the Brakken and Hording Bug for a period of time until it runs out of water. A pipe in factory that shakes can be hit or interacted with to burst like a flashbang and allow the player to escape whatever is chasing them. Indoor vines or something covering a doorway. This is like a cave behind a waterfall kind of thing. Also just another indoor decoration. Have indoor lights flicker randomly, like that one light at school that is broken. Some kind of spring boots that can double the player's jump, allowing them to access fire exits and skip stairs to second floors. An entity that steals a player's body somehow and goes to their ship to bring loot back into the facility.

Diller 25

Silly little tulip snakes :D Also I think the jetpack changes were really good, just keep doing what you think is best for the game