In the realm of survival games, crafting and building mechanics play a crucial role in immersing players in the world they inhabit.Derelicts, an upcoming post-apocalyptic survival game developed by Romain Piquot, seeks to set itself apart from its peers by offering a unique and engaging crafting system. Drawing inspiration from othersurvival games likeThe Forest, Piquot has designed a crafting experience that is more-hands on than usual.
Derelicts' crafting system differentiates itself from mostsurvival gamesthrough an emphasis on using the tools at the player’s disposal. With a hands-on approach to crafting and a balance between building and fighting aspects,Derelictspromises a fresh and immersive experience for fans of the genre. Game Rant recently spoke with Piquot to learn exactly how this game pushes crafting in a new direction.
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Derelicts Has Innovative Crafting Mechanisms
Derelictsoffers a unique crafting system that sets it apart from other games in the genre. Piquot wanted the crafting process to feel organic, avoiding cluttered UIs and instead opting fordiegetic interfacesimplemented as realistic elements within the game. For those unfamiliar with the term diegetic, it means that the “instructions” actually take place within the game and can be heard by the playable character.Dead Space’s health systemis a good example of a diegetic interface;Derelictstake a similar system and applies it to crafting.
Innovation is a key aspect of the crafting system inDerelicts, with the developer incorporating features like crafting benches and forges that players can interact with directly. Rather than simply selecting items to craft, players are required to actively participate in the process. This design choice helps to differentiateDerelictsfrom other survival games, offering a unique and engaging experience for players. As Piquot explained,
“The aim is to involve the people in the crafting. It’s not just select two items and you craft an item; you have to actually hit the item with the hammer and use bellows on the fire.”
One innovative feature that enhances the crafting and building mechanics is the log flume system. Players must chop logs in a sawmill and transport them using log flumes powered by water, which automates the process and adds a new layer of depth to base construction. It remains to be seen just how far this system goes, but it does sound more appealing than the standardcrafting approach in survival horror games.
Survival in Derelicts Requires Diversifying of Energy Sources
A key aspect ofDerelicts' gameplay is its focus on energy management and the challenges it presents to the players. In thispost-apocalyptic world, players must diversify their energy sources to ensure their survival, making the base-building aspect of the game even more crucial. Piquot incorporates various weather events and conditions to make the energy management aspect unpredictable and engaging.
For example, when water freezes, water wheels cease to function, and windmills won’t operate without wind. Additionally, as a part of animproved weather system, solar panels become useless during the night. These challenges force players to think strategically and plan their energy sources wisely. By incorporating these elements,Derelictsintroduces an extra dimension of intricacy and nuance to the survival gameplay, putting a little more pressure on the crafting as well. Piquot is also planning to add other story-related events, like debris falling from the sky.
“I am also planning to add debris rain. I won’t spoil too much of the game, but there will be a reason for spaceship debris raining from the sky.”
Furthermore, the game’s focus on energy encourages players to explore the environment and seek outnew ways to power their base. This aspect of exploration and resource management adds another level of complexity to the gameplay, as players must continually balance their need for energy with other survival priorities, and they must be directly involved in that.Derelicts' commitment to providing a realistic and immersive experience through its energy mechanics comes from Piquot’s own interests, as the developer wants to create a game that he himself would enjoy playing.