Crema hat enthüllt, was in diesem Jahr für das Massively-Multiplayer-Kreaturen-Sammel-Abenteuer "Temtem" geplant ist.
Der Entwickler Crema hat eine Roadmap für das Massively-Multiplayer-Kreaturen-Sammel-Abenteuer "Temtem" veröffentlicht, um zu zeigen, was von Frühjahr bis Herbst 2020 geplant ist. Im Frühjahr 2020 geht es beispielsweise um den Ingame-Chat, die ersten Ranglisten-Kämpfe und den Zuschauer-Modus.
Der Sommer 2020 liefert unter anderem die neue Insel "Kisiwa", zirka 25 neue Temtem, das Player-Housing, überarbeitete Emotes und mehr. Im Herbst 2020 gibt es wieder 25 Temtem, das erste mystische Temtem, die Insel "Cipanku", Ingame-Turniere, ein Quest-Tagebuch, Achievements und mehr zu vermelden. In der Übersicht stehen die Details.
Update: Crema hat mittlerweile die komplette Roadmap für "Temtem" enthüllt, die ins Jahr 2021 hineingeht. Dabei geht es um Endgame-Content, reichlich Temtem, Konsolen-Portierungen, den Release von Version 1.0 und noch viel mehr. Auf der offiziellen Seite und in der Grafik stehen die Infos bereit.
- While we plan to do balance patches frequently during early access, our plan is to not be obsessed about reaching a perfect balance until the Temtem roster is complete (in the full final release). Due to having only a limited set of Tems and techniques, it is impossible to balance everything perfectly so we will mostly balance extra overpowered stuff that can break the current meta.
- Even with a not so perfect balance, we’ve seen several team compositions and strategies already, so don’t be afraid of trying new things and step into Temtem’s competitive scene.
- The first iteration of the matchmaking will include a player rating system based on ELO (aka TMR – Tamer Matchmaking Rating). Players will start with some placement matches which will define their initial TMR and after that, they will be matched with each other based on their current TMR.
- For this first iteration of the matchmaking, we plan to give pansun rewards for each victory as a reward for the time spent battling (based on the opponent’s TMR). Although probably this feature will be disabled when the feature launches until the system is fully tested and stabilized.
- This is probably one of the hottest topics in the community. We know it is very important for competitive players to jump into the competitive scene as quickly as possible and reduce the time and friction needed to tweak and test new stuff.
- So, our idea to solve that is to introduce auto-scaling into the ranked queue. Auto-scaling will essentially perfect your Tems, upping all their SVs up to 50 for the battle and their level to the current level cap (currently 48). With auto-scaling, players will still need to capture and organize their teams, set their preferred TV spread using fruits or training, obtain the necessary gears completing the main or side quests in the game and breeding for their desired egg techniques. But, players won’t need to grind for perfect SVs or spend a fortune breeding to reach that point.
- This auto-scaling will only apply to the ranked matchmaking queue, so there will be other game modes where having a perfect Temtem (and breeding for them) will be necessary (in-game tournaments, player organized tournaments and battles, dojo club wars, end-game PvE content, etc…).
Spectator Mode V1
- Having a spectator mode has been one of the most requested features so far and while we already had it in our internal roadmap scheduled for later, we’ve decided to push it to the front due to the number of players requesting it. This first iteration of spectator mode will be a basic one and we will iterate on it in the future adding more options.
- Basically, players will be able to spectate other players while they are playing a competitive match. While spectating, only the common info will be displayed (HP and STA percentages, team composition after the pick&ban, stages and status conditions, techniques used, etc.) so players won’t be able to use this feature to get leverage over their opponents.
- We hope including this feature will also help tournament organizers solve some of the issues they’re currently facing.
- The chat implementation we had during the Alpha / Stress test phases was a temporary one and it was lacking a lot of features, so we decided to disable it entirely for the early access release. Our plan is to remake the chat from scratch, increasing its performance and capabilities.
- The chat will feature several predefined chat groups (e.g. Global, Local, Trade, Club…) and it will also support private messaging between users (whispers). We’re also going to add chat bubbles which will appear above every talking character. We know some players find chat bubbles a bit intrusive sometimes, so we will give players the choice between two different levels of chat bubbles (displaying the full text or just a notification to know they’ve talked) or disable them entirely.
- Clubs are our take on clans for Temtem. Clubs have basically two main features related to them.
- The first one is to be able to create a club, assign a banner to it, name it and invite all your friends to join. This will be the first part of the club features that we will tackle.
- The second part is the Dojo Wars, which we’ll talk more about in the next part of the roadmap.
- Every Temtem player will be able to acquire a house since they won’t be limited in quantity. We’re designing the Atoll Row (the physical location where all houses will be built) to be infinite so you don’t need to worry about buying permits or land. Technology in the Archipelago is amazing!
- There’s one thing you’ll need to worry about though, decorating your house! You will be able to decorate your house using furniture bought and earned in-game, and every furniture store in the Archipelago will open their doors and will showcase different furniture in each island (in a similar way as the boutiques with the clothing options).
- You will also be able to invite other players over so you can gather around your dining table or join other player’s houses and check how they’re decorating them. While houses will keep a predominant decorative functionality, we have some ideas to include useful furniture too in the future (think of things like an incubator, a jukebox, a fruit tree…).
- We all love achievements. Whether they are something simple like completing the Tempedia or something more obscure like defeating an Ukama with a Head Charge, achievements are now part of most games and Temtem will not be less. Temtem will feature a full array of achievements that will reward players with the most precious currency of them all, bragging rights (although some of them will also potentially give some in-game rewards).
- Achievements will be supported directly in-game, and we will also support achievements for every system we release on (as long as they have an achievements/trophies feature of course).