SEED’s latest dev blogs feature roads, cities, house interiors, a new user portal, and too many ducks

Don't listen to MJ, there is such a thing as too many ducks


Klang Games’ dev blog-a-palooza for its developing colony sim MMO SEED rolls along, with a whole bunch of posts about cities, Seedlings, user tools, and, yes, ducks. Gobs and gobs of ducks. Mysterious ducks gathering under the pale moonlight.

  • We’ll begin with a recap of a recent playtest that offers a play-by-play of a recent internal test of the game’s latest build for those interested in seeing how gameplay is working to this point.
  • Seedlings are already known to have moods and needs, but now we’re getting a look at their personality traits, which means individuals will have specific responses to events. The system will ultimately affect a Seedling’s growth and relationships with others.
  • Building a city in the game isn’t just as simple as having a lot of buildings put together, as this dev blog attests, detailing the variety of things the devs consider on what a city in SEED actually is.
  • It’s not just about cities and their buildings, of course. Interiors are important too, and that’s just what this dev blog touches on.
  • What’s a city without roads? Kind of weird, for one, so luckily players will get to have a bit of control over how Seedlings move around with the placement of roads.
  • A new user portal currently in the works will replace the game’s current website and offer new features including a development roadmap.
  • Do you want to work onĀ SEED? Because Klang Games is hiring. They’re primarily lead positions, though.
  • Finally, let’s look at some bugs. Namely, there was a bug where character backpacks were a bit too wobbly, and then there’s the matter of various duck-related problems, including ducks escaping their pond confines to coast down roads, float menacingly at Seelings, and spawn in large numbers to gather in one area. For innocent reasons, surely.
source: official site (1, 2, 3, 4, 5, 6, 7, 8, 9)
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