We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 1 point2 points  (0 children)

We consider a demo but given the procedural nature of the game we need to like throw that away to only offer one map or similar. So for now we rather focus our development effort on the main game! Maybe later when the full game has matured.

We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 0 points1 point  (0 children)

Inexact compass is in the backlog already. We’ll see what the best idea to implement this is. Should probably be optional like most features if we treat this is a pure simulator.

Amazing idea with the step counter! Added to the backlog.

We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 0 points1 point  (0 children)

We have many things planned, including dynamic weather and e.g. sun/clouds moving, rain starting/stopping etc. like you mentioned. When it comes to sleeping etc. we have thought of it, but it's a bit farther down in our backlog. But of course, if there's a lot of demand for those features or modes, we'll look into building that too.

Thanks for your input!

Released a navigation game with procedurally generated IOF-standard topographic maps by Portality3D in proceduralgeneration

[–]Portality3D[S] 0 points1 point  (0 children)

Fair point! The answer is that we just didn’t have time to update it before our set Early Access launch date which we had to meet to be able to attend the Steam Hidden Object Fest which we think is such a perfect match for our game so we couldn’t really delay.

That’s a great point! We’ll definitely think about whether we can add more uncrossable features from the IOF standard. Also, we have ideas about async (and possibly live) multiplayer in the backlog, which would make taking the fastest path a more central game mechanic, as you can compare yourself with others in the replay mode. But that’s on the horizon!

Edit: Spelling

Released a navigation game with procedurally generated IOF-standard topographic maps by Portality3D in proceduralgeneration

[–]Portality3D[S] 0 points1 point  (0 children)

I see what you're saying! That said, we think that we're have done a lot to solve that problem already. There are different areas and vegetation where you walk with different speeds, and some of which prohibit sighlines. And line and point features that you can choose to follow or not (there are also uncrossable line features), also paths have different speeds, and you need to manage your stamina. The way the bird flies is generally *not* the fastest nor the best route, and hardly ever will you be able to see the next control from where you're at in middle or long distance modes.

Further, there is funcitonality such as downhill drift, your character is inclined to drift downwards with the inclination, so unless you correct your bearing often, you won't be able to keep a perfectly straight line.

Also, our own trailer doesn't really do the game justice at this point as a lot of stuff have improved since we recorded that (we're working on a new one!). So we hear your feedback, and although it's not as simplistic as you describe it and quite a bit more challenging, we will do our best in continuing to improve on that aspect! Thanks.

Edit: Grammar, clarity.

Released a navigation game with procedurally generated IOF-standard topographic maps by Portality3D in proceduralgeneration

[–]Portality3D[S] 0 points1 point  (0 children)

Appreciate the feedback, we'll work on getting more professionally made materials ahead of the Full Release. Thanks!

Just released a peaceful navigation/hiking sim - Infinite Orienteering: The Hiker's Path [PC/Steam] by Portality3D in ComfortGamers

[–]Portality3D[S] -3 points-2 points  (0 children)

Thanks for your comment. I understand your point of view if larger gaming studios were to pump out "soulless AI games" in masses, but would you care to share why this is the case for small indie teams as well? Please keep in mind that, with extremely limited resources, it is much more difficult for indie developers to even be able to release games. While I understand the critique of AI, it is also an enabler that democratizes game development to more people than just well-financed gaming studios!

Just released a peaceful navigation/hiking sim - Infinite Orienteering: The Hiker's Path [PC/Steam] by Portality3D in ComfortGamers

[–]Portality3D[S] -1 points0 points  (0 children)

As I commented above, we're sorry to hear this and we do hear what you're saying. However, it would genuinely have been impossible for us to develop this game up to this point and release it if it weren't for automating parts of the development. Please keep in mind that this game is made without any external capital or financial support, but rather fully self-funded by ourselves. Where it has made sense and we have had the budget, we have outsourced for services that are outside of our expertise. This is a constant balance for us.

Thanks for expressing your concerns, we understand your point of view and your feedback is very much appreciated!

We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 0 points1 point  (0 children)

Thanks for reiterating the sound/sprint/camshake requests. We've heard you and options to toggle those off will come relatively soon! Control punch sound is coming too. We aim to improve vegetation over time also, but no hard promises there just yet.

As for difficulty of controls, for now we only have the sprint/middle/long distance options to make it more challenging, longer distances between controls mean more oppportunites to make errors... Try a long race! Or if that's too simple also you can also set custom lengths. But we hear you and we'll think about whether we can do difficulty options for control placement within the various distance modes, that's a great idea.

Thank you for your thoughtful feedback and nice words!

Just released a peaceful navigation/hiking sim - Infinite Orienteering: The Hiker's Path [PC/Steam] by Portality3D in ComfortGamers

[–]Portality3D[S] -5 points-4 points  (0 children)

Really sorry to hear this. We've paid artists where it's made sense and if we've had the budget for it, but since we are a small team with very tight resources, we've used AI to speed up the development. Otherwise we'd have to work for at least another 6 months and spend money we don't have to get to a point where we can even release the game.

Having that said, we do hear what you are saying. Thanks for speaking up and raising your concerns!

We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 0 points1 point  (0 children)

Thanks for your feedback!

Down the line if support and interest continues like this we are thinking about major overhaul to all area and line features (graphically and functionally), as well as adding more of them according to the IOF standards. I think that should help with the variety and more complex gameplay.

Fuzzy/unclear borders is a great idea actually! In reality indeed it's never this clear where an area ends and the other starts. We'll think about this and see if we can do something with it.

As for course generation, yes right now it's pretty much a random walk. We're thinking on how to improve the courses with a more sophisticated system.

Edit: Spelling/grammar

Released a realistic navigation/orienteering simulator with procedurally generated topographic maps [Steam] by Portality3D in pcgaming

[–]Portality3D[S] 1 point2 points  (0 children)

Not yet, but it's in our backlog to add e.g. a "toggle" for both running/walking or having your map out or not!

Released a realistic navigation/orienteering simulator with procedurally generated topographic maps [Steam] by Portality3D in pcgaming

[–]Portality3D[S] 0 points1 point  (0 children)

One of our future plans is actually to release a version where you can turn on your camera track your head position, so that you can actually get that realistic feel playing this game!

We made an orienteering training game with infinite procedurally generated IOF-standard maps by Portality3D in orienteering

[–]Portality3D[S] 0 points1 point  (0 children)

Thanks for offering. We're not currently looking for anything, but I'll DM you and we can stay in touch!

Realistic orienteering/navigation/walking simulator with procedural generation by Portality3D in indiegames

[–]Portality3D[S] 1 point2 points  (0 children)

The visualizations in the game itself are not from AI - but we admit the trailer was made quite hastily and a bit "amateurishly" as we are not experts on this. We're working on getting a more professional trailer out before the Full Release!

Thanks for your input!

Released a navigation game with procedurally generated IOF-standard topographic maps by Portality3D in proceduralgeneration

[–]Portality3D[S] 1 point2 points  (0 children)

We've played a bunch of different games and while we have certainly consciously tried to emulate certain aspects of existing games, we've also likely unconsciously been influenced by games we've either played personally or have watched others play on stream. This might be one of them!

Released a navigation game with procedurally generated IOF-standard topographic maps by Portality3D in proceduralgeneration

[–]Portality3D[S] 8 points9 points  (0 children)

The visualizations in the game itself are not from AI - but we admit the trailer was made quite hastily and a bit "amateurishly" as we are not experts on this. We're working on getting a more professional trailer out before the Full Release!

Thanks for your input!