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Tempest - Open World Dev Blog #1

Ahoy! Since the very first day of Early Access in December we received tons of feedback about what people want to see in Tempest. Open world is the most wanted feature. It's not a small task, but the game got such warm welcome from Steam community that we decided to give it a shot. This devblog will be updated on a constant basis by Avreliy.dev. He is a lead developer of Tempest, this project has been his lifework for the last two years and he is extremely honest about what is possible and what is not. This should be interesting. Comments, feedback and suggestions are most welcome.

Day 1

Hello everyone!

I made an additional branch in the project to try building the open world, most likely it will become our core branch eventually.
My vision is to preserve the global map and also to allow a free roam from town to town on the tactical map.

Сhange log:

Interface changed in order to merge both battle and ship UIs

Global map's UI changed too, it has less buttons now

As soon as hostiles approach, UI switches to the battle mode

Changes and problems of the open world feature:

  • Dynamic change of Day/Night is needed for sailing on the tactical map
  • Towns' locations must be redone, since they were originally designed for a single side view
  • Terms like 'VICTORY' and 'FLEEING' are gone since it's a free roam, you can always ignore and/or avoid AI
  • Faction reputation won't work as it does now, same can be said about encounters
  • Multiplayer must evolve too - it is to be linked to player's exact coordinates in the world
  • Story content will stay mostly intact, though it will be adapted to new mechanics
  • Navigating in the sea will possibly depend on the sun and a compass, but a player will have to find and equip it in the first place
  • Global and tactical maps must be scaled to each other, which is tricky

That'll be all for the day 1, how do you like it?

Good hunting out there.