Hello travelers!
It's been a long time since I last posted any news. And I apologize for that. But I was delayed for certain reasons. Because I'm doing an internship at Rubens Games. And since I work 8 hours a day, I can only play in the evenings and on weekends. These are realities of life that are not related to the project, so once again, I apologize.
Now I want to make a small announcement about what is happening with the project and when the next prototype will be released, because I lied a little in my devlogs, saying that prototypes would be released more often. It was a lie and an overestimation of my capabilities.
01.11.2025 (1 November 2025) will be a
Major Stable Prototype of Radio Noise
What will be new in this “Major Stable Prototype" (November 2025P)?
- Main menu reworking - Many new features have been added based on feedback and my ideas.
- Settings menu - including graphics and post-processing settings. Because from the feedback, it was clear that some people don't like motion blur, which is very distracting when FPS is unstable. Also, the key bind menu, because from the feedback I understood that some players play with key binds that are unusual for me. Option to change mouse sensitivity. Setting how far chunks can be rendered per load. And volume mixer for sounds
- Localization - For now, there will be two language options to choose from: Ukrainian and English. In the future, I plan to officially localize the game into Polish and other languages that may be created by the community (unofficially).
- Full-featured game lobby in the main menu - Singleplayer mode has been removed, so now you can enter the game through the lobby. Before entering the lobby, you can choose to be either a host or a client. The host creates the lobby and can configure it with options such as: Cheats (Everyone is given the opportunity to use the developer console, and to prevent the host from abusing this, all lobby members receive a warning about the presence of cheats), Maximum number of players (1 to 13) (the maximum number of players affects the size of the world (more players means a bigger world)) and custom seed (to prevent abuse by the host, all lobby members receive a warning about the custom seed). Also, the host can kick someone out of the lobby and start the game. The host can set up a port for connection, which can then be manually forwarded. The IP address will be taken from the host, both public and private. There are plenty of guides on this topic on the internet, so I won't go into detail about it here. Clients connect via Private (if you are on the same network as the host) and Public IP (host) and port (specified by the host). Then they can wait in the lobby until the host starts the game. If you want to play alone, there are no restrictions. The only limitation is a minimum of 1 player and a maximum of 13 players.
- DiscordRPC - Activities in Discord, as shown in the screenshot here :
. Also, translated into Ukrainian
and can be translated to other languages created by the community. Activities show where you are: Main menu, Lobby, and Main level. In the future, I plan to add quick joining to the lobby via Discord, as well as voice (or text) chat, which will also be linked to Discord. If you don't want to connect DiscordRPC, you can disable and enable it in the settings menu.
- Materials - Wood, sticks, leaves, grass, stones, coal, red stone, earth, and sand can be obtained by mining these items in the world.
- Inventory - The player has an inventory (pockets) that can hold 4 items and a hand that can hold 1 item. That is, you can have a total of 5 materials or tools at a time, which can then be reworked, placed, or obtained. In the future, I plan to add inventory expansion and storage mechanics.
- Crafting system - You can glue the items together into a cube, cylinder, or prism to build something. You can make a torch out of charcoal, sticks, and leaves (or grass), and you can make a bonfire out of three sticks, charcoal, and grass (or leaves). Leaves and grass can be used to make a basic bed where you can rest or sleep through the night (if all players are asleep).
- RPG Stats - Players who stay awake all night will be exhausted and unable to move quickly. Sleep fully restores health and stamina. Players can eat grass, mushrooms, and apples to restore their health. Therefore, we will have stats such as: Health, Defense(Shield), Temperature, and Stamina.
- Bioms - In this prototype, a special type of tree(Date palm), cactuses, and tumbleweeds will be added for Desert Biome. And also a structure that's unique to the desert - the Pyramid. Forests will have more trees and grass. Plains have slightly fewer trees and grass than forests. And in the mountains, you can find more minerals and stones.
- Movement Update - Now players can squat and lie down. Moving lying down or on all fours will not make any noise. And also climb trees.
- Sounds - Movement sound, which depends on the material the player is moving on, digging sound, crafting sound, weather sounds
- Weather - Some biomes will feature exclusive natural phenomena, such as sandstorms in the desert, which limit visibility, prevent you from lighting fires and torches, and prevent you from sleeping without shelter. Rain, which only limits visibility and lowers body temperature. In normal weather conditions, it would be quite difficult to move around and survive in the desert without food due to the high temperatures. Most biomes can be cool at night and warm during the day. Caves are always cool.
- Basic Tutorial - In this tutorial, I will demonstrate how certain mechanics function, how biomes differ, how to craft items, and how to navigate (why not).
- Objects durability - Some objects, such as wood and ore, cannot be broken at all without equipment.
- Developer console(Cheats) - If you want to create an item or add items to your inventory, or even teleport or see your coordinates (or even the coordinates of other players), you can enable cheats before the game starts (it is not possible after the game has started). (Not only the host, but all other players who join you can use these commands and will be notified before the game starts).
- Custom world seed - If you really like the world, you can use cheats or ask your friends to show you the world ID, which you can enter before starting the game and play in the same world. (All players in the lobby will be notified.)
- Player nicknames - After entering the game for the first time, you will see the following message.
No comments, everything is written here.
- Pause menu - No comments here, there is an exit from the game, continuation, and settings.
- Short animation at the start of the main level - This animation will reveal a little bit about the game (oh, yes, more on that later).
- Official Wiki - On the repository page, you can find a page with the game wiki, where you can learn more about what the game has to offer, as well as what is planned for the future.
Is that's all?
With what I plan to add in a month — yes. Whether I will definitely manage to do all this — no.
I will finish the prototype by October 27, and then I will start testing, and nothing more will be added to the November 2025P.
You will be able to play the prototypes, but they will be as unstable as possible and will not be tested at all.
At the moment, I have one month left and almost 50% of all tasks are completed.
I also finished the GDD (Game Design Document). But I'll show it to you only after the game is fully released. From my ideas and personal thoughts, I would also like to share that it is POSSIBLE that after the game's full release, I will want to make a story DLC that will have its own plot, but at the moment, these are just my fantasies, and the game is not even in pre-alpha yet.
A little about the feedback I received from those I let play the game and QnA.
- Will the game remain the same as Minecraft in the future?
- No, from the very beginning, and as I wrote in my first devlogs, the game WILL NOT be Minecraft, and it IS NOT a Minecraft clone. Minecraft is too brilliant a game to make a clone of it.
Instead, I plan to make the game in the Battle Royale genre, like PUBG or Fortnite. But these games have one small problem: static maps that are updated only for balance, and sometimes even in such a way that only true fans can see the changes. Also, in a sense, this can be disappointing or, conversely, a joy for players. Therefore, I want to break these boundaries and make it so that players don't have a specific map, but I don't want them to have none at all.
- Why can't the same thing be done in Minecraft?
It can, but it will take a lot of work on mod development or in-game mechanics (Minecraft is more ingenious than you think, I love you, Mojang). It's easier to make your own game
- Did you make the game on Unreal?
No, it's Unity. Although I use Unity, with its C#, where I hate the Garbage Collector, which eats up RAM, C# is safer than C++ (yes, I know that Unreal also has protection, but still), so when developing the procedural generation algorithm, I would have broken my computer because there were so many problems with it, and there still are, like memory leak(However, it is still the safest option.).
But if we don't take the procedural generation algorithm into account, there would be even more problems with the game's performance than there are now with Unity.
- What is the goal of the game?
Eliminate or befriend your rivals.
- Then why don't all players just be friends and form an alliance with the entire lobby?
But this is a difficult but interesting question—they won't be able to.
Someone will definitely eliminate someone else from the game in order to get a rank.
The ultimate goal of the game will be to team up with at least two players (if there are more than eight players) (if there are fewer, then a maximum of one). However, it is unlikely that anyone will want to share resources, defend, or feed you for free, so you also need to eliminate two players (the same rule applies to players), but this is your choice.
If the entire lobby teams up and there are no eliminations, the game will end, but no one will earn a rank (tie).
If you start eliminating everyone, the game will end (but for you), and you will not earn a rank until your eliminated opponents lose their rank.
Yes, it all sounds complicated, or even illogical, but that's why I'm not doing a pre-alpha yet.
Okay, that's all for now.
This devlog turned out to be very long, but it seems to reflect everything I couldn't tell you over these two months.
Thanks for reading and understanding, see you soon!