Ryan Sharr

ROAM- Video update #4

February 25, 2014 in Developer's Blog

The next update is here, check it out!

Ryan Sharr

Roam – Video Update #3

February 4, 2014 in Developer's Blog

Hey everyone. The base building mechanics are nearly complete and I am here to show you how it will work. Check it out!

 

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Ryan Sharr

Roam – Video Update #2

January 30, 2014 in Developer's Blog

We’ve plugged in some more of the systems into the game and its time to show them off. Here’s video update #2!

Ryan Sharr

ROAM – Video update

January 14, 2014 in Developer's Blog

Hey everyone! As we get closer to the end of January and have started to get more systems in place we are going to start releasing video updates as well as our game plan for alpha. The latest and up to date information will be posted here, stay tuned and enjoy the first video update.

Ryan Sharr

Screenshots 12/30/2013

December 29, 2013 in Developer's Blog

I got a few comments and messages asking for some screenshots where our player character isnt just standing there. While I was working on some stuff I took a couple screens in the residential part of the world. Regarding the change in colors/motion blur, Ive just recently started playing with them so it may not represent what is in the final game.

motion2 motion1

 

Ryan Sharr

Screenshots 12/28/1013

December 28, 2013 in Developer's Blog

Here are a few more screenshots. Everything is still being worked on, but we are making some progress. Below you can see an interior of a home, the exterior of a home in a residential neighborhood, and the exterior of a city block showing off an alley.

We are still working extremely hard and putting in long hours. We are also still aiming to have something playable for our backers in January. Hopefully everyones holidays went well. Thanks!

citywip InsideHouse Driveway

Ryan Sharr

Base progression and play style

November 8, 2013 in Developer's Blog

We are trying to design the game around many play styles. The purpose of the base is what the player makes of it. Some people may prefer to take the role of a lone survivor and set up multiple small camps around the world.

Others may dislike the nomad life and decide to create one giant fortress they call home.

Keep in mind that building up a well defended base takes time and energy as well as numerous resources. Teaming up with friends will make it much more efficient. Whatever your play style is, players will want to make use of the ability to defend themselves.

It isnt always necessary to build a grand fortress of a base. We want give reasonable freedom in the world of ROAM. There is no limit to how you take advantage of the base building system, you just have to be able to find the supplies.

Ryan Sharr

Night Light – Screenshot

November 3, 2013 in Developer's Blog

After I had posted the Night/Day screenshot, some of you were expressing concerns for how dark night was and were curious what night would look like with some form of lighting. I thought I would share what I had in mind:

nightlit

Ryan Sharr

Regarding the Kickstarter update that has swept the internet

October 28, 2013 in Developer's Blog

So, after this thing has blown up so big it’s been brought to my attention that on a French website “How to Survive” had existed under a different name, “Monster Island”. A title being developed in France. 505 games picked up “Monster Island” and renamed it to “How to Survive”. I scoured the net to find the development history behind “How to Survive” and I couldn’t find anything of it besides it being announced by 505 out of the blue in May, months after our Kickstarter campaign had ended. I don’t speak French, but I did try my best to do my homework before posting a statement.

In my mind during the chain of events: 505games contacted Roam about publishing, Roam declined, 505games went and found someone to make “Roam”.

What might’ve actually happened: 505games contacted Roam about publishing, Roam declined, so 505games went to Ekosoft and picked up their “Monster Island”. This is fair.

I don’t think anyone else would have reacted any differently about something they are so passionate about given the circumstances. I apologize to 505 and Ekosoft for causing a scene. I’ve put so much of my life the last year and a half into making this game so it was frustrating to think someone could have just swept in a taken it, but that wasn’t the case. Ekosoft actually had a game in development that had an extremely similar concept to Roam that I had no knowledge of before or even after the Kickstarter, until “How to Survive” was released

This incident is personally the craziest coincidence I have ever experienced.

It was my mistake by making the Kickstarter post not private, and it was my mistake to post something like this on the internet not thinking about the impact of viral media. Hopefully everyone can move on from this.

 

 

Ryan Sharr

Day/Night Screenshot

October 25, 2013 in Developer's Blog

We have been working day a night to get a playable beta to you all by January. Speaking of day and night…

I was tweaking the day/night settings today and thought I would share what I was working on as well as show off an environment that is outside city limits. It is still a work in progress, but I would imagine that the final game will be close to this.

I want night to really be a hindrance to the players’ sight and give the player those “Holy %#@!” moments when something jumps out at you. If you are a little Achluophobic don’t worry! There will be flashlights, torches, and various other tools to aid you in seeing in the dark.

I know you guys want more updates and would like to see more of the progress of the game, but just know that if you arent hearing from us it is because we are so engulfed into the development process. Our top priority and main goal is to have a playable alpha to all the backers in January and we are doing our best to make that happen.

Thanks guys!

DayNight

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