"Hytale will be fully playable on a low-end system with an integrated graphics chip - in fact, many of the features you’ll see below work on integrated Intel GPUs!"
Quoted from the Hytale Graphics Update blogpost.
If you're new to the r/HytaleInfo community, welcome!
I recommend you check out the rest of Hytales blogposts for interesting tid-bits
An in-depth, captivating singleplayer/co-op experience. I find Minecraft very lacking in this. The singleplayer provides absolutely no intrinsic incentive, and the extrinsic building portion is afforded simply by the genre Minecraft belongs to, not any unique innovation on the part of Minecraft themselves.
From what I've seen, Hytale looks to develop the genre of voxel sandboxes in a meaningful way. They want to build upon the obsolete platform of Minecraft and turn it into a full game.
When I played Minecraft, my imagination flew. I'd build a castle and imagine it to be a bustling, lively establishment. I'd look over a hill and imagine a deep dungeon beyond. I would imagine a world full of hidden treasures, dangerous bosses, and teetering towers.
Though that was not the case. Minecraft didn't feature any of that.
Hytale, for me, is the purchase upon my dreams - the fulfillment of what could have been. I see in it the potential I once saw in Minecraft
Community support. Minecraft provides its community no official modding api, and support for third party servers is completely nonexistent - despite them being the sole carry factor of the multiplayer, and the major contributor to the games longevity and commercial success.
Hytale will provide its community with all the tools they developed and utilized to create the game. There will be an official modding api, and community made content will be actively supported. Your computer will automatically download mods when joining a modded server - no need to fool around with files (which I think is beyond huge).
+ more
You may already know all this - I don't know if you're asking cause you're new to the Hytale community (if so, welcome!) - thought if you don't, I recommend you check out the Hytale website for their blogposts.
It was once mentioned in one blog post :
We’ve previously said that Hytale will be ‘ready when it’s ready’ because we’re serious about providing the community with a game that meets their expectations. We can now be a little more specific. Factoring in the scale of the project and the high bar we want to hit, we’re planning for Hytale to be playable by everyone in 2021.
https://hytale.com/news/2019/11/november-2019-development-update
Well if you look at some of the concept art for weapons they have much more than Minecraft.
Copper, Iron, Thorium, and Cobalt are all possibilities
It does not get any more transparent then that. They straight up said "hey we're investing more time in making the game, instead of showing it off, so there won't be blog posts for awhile." They even continue on to say why they teased they'd announce a playable-release in late 2020, and why that didn't happen. They even gave examples on things they started fully developing that caused that delay, despite the problems going on.
" I thought it was just going to drop you into a randomly generated world and from that point onwards, it's basically up to you and what you want to do with it. "
Correct!
I don't think it is a 'will it ever be on console' it is most likely going to be a 'when is it going to be on console'.
From the official Hytale FAQ:
>#What platforms will Hytale be released on?
>Hytale will launch for PC and Mac, with the capacity to run game servers on Linux. We’ll explore the possibility of releasing the game on other platforms during development, but for now our focus is on PC and Mac.
>To be clear, then: we don't currently have a launch plan for Hytale. When we do, and we're confident in it, we'll tell you - and we'll be as specific as we possibly can be. We know that there's a tendency to make predictions about possible release dates based on all sorts of signs and symbols, from job listings to our accounts getting verified on Twitter. For the avoidance of doubt: there aren’t any hidden messages. Nobody outside of the company has access to the game. We’re not going to drop the game as a surprise without giving you notice.
Read the last blog post. Here: https://hytale.com/news/2019/5/rising-expectations-new-challenges-and-next-steps-an-update-from-the-hytale-team
https://hytale.com/game "Hytale includes a comprehensive collection of tools that grant players more creative power than ever, from model creation and animation to filmmaking, in-game scripting, and - of course - building with blocks"
On the official FAQ here they say this:
>#What minimum computer specs do I need?
>We don’t have official minimum specs yet, but currently you can play Hytale on a low end integrated laptop GPU with default view distance just fine. We understand that many players in our community are running lower-end computers. That said, there will also be extensive graphics options available for players with more powerful systems.
What platforms will Hytale be released on?
It sounds like they have something like that. From the UI Sneak Peek
>As you progress further in the game, you will be able to experiment with crafting ingredients and found components to make powerful weapons and gear. This rewarding crafting system allows you to combine and experiment to discover new recipes, while also showing you all of the recipes that you already know.
We saw something similar like in Terraria/Don't Starve/Any other survival game really where you only need the resources.
It's very old news tho; maybe they changed it.
https://hytale.com/news/2018/12/a-sneak-peek-at-hytale-s-user-interface
just PC. and we really have no clue. the consensus around here is that the beta could release this summer. but nobody really knows anything at this point and everything you hear around this sub is speculation.
​
read these posts from the official Hytale blog to increase your hype levels.
Man you really know nothing about the game, but that's not me shitting on you and its not a bad thing. Do yourself a favor and read through all of the blog posts, you will pretty much find all confirmed info there. And all of the creation tools that they showcase will be available to anybody and everyone that wants to dabble into content creation or go all in making a giant project.
https://hytale.com/news/2018/12/hytale-faq
Can you reserve my username, please?
TL;DR yes, but not clear when :)
>I don't think the devs said they were going to be more open.
"Now that those decisions are made, and our broader plans announced, it’s possible for us to open up a little bit more and be more engaged with the community. In that regard, you can expect our approach to communication to change: we’ll post fewer, more substantial official updates, interspersed with increased engagement from the team as we go about the day-to-day work of building Hytale."
https://hytale.com/news/2021/7/summer-2021-development-update
https://twitter.com/Noxywoxy/status/1337084211715600384
This is basically what they said
as well as this..
> To be clear, then: we don't currently have a launch plan for Hytale. When we do, and we're confident in it, we'll tell you - and we'll be as specific as we possibly can be. We know that there's a tendency to make predictions about possible release dates based on all sorts of signs and symbols, from job listings to our accounts getting verified on Twitter. For the avoidance of doubt: there aren’t any hidden messages. Nobody outside of the company has access to the game. We’re not going to drop the game as a surprise without giving you notice.
https://hytale.com/news/2020/12/december-2020-development-update
If you look at the hypixel.net domain on WHOIS you'll see it uses GoDaddy and based in Quebec though, just like the .dev domains. If those pages are in fact fake they've got a pretty serious imposter making these sites, which I doubt they wouldn't notice.
Another thing to note is that Hypixel recently added an official security page to the Hytale and Hypixel Studios websites, so we already know they've been working on some things in that area.
Is it interesting for us at this point? Not really, but it's not fake.
Found it.
>We’ve previously said that Hytale will be ‘ready when it’s ready’
because we’re serious about providing the community with a game that
meets their expectations. We can now be a little more specific.
Factoring in the scale of the project and the high bar we want to hit,
we’re planning for Hytale to be playable by everyone in 2021.
Source:
https://hytale.com/news/2019/11/november-2019-development-update
There was a blog post about ambient sound: https://hytale.com/news/2020/1/progress-update-january-29-2020
Seems like something similar is already implemented. But modding the client will not be possible. (Client side changes are possible, but the server side mod must initiate them, I would imagine.)
The Hytale FAQ said on Dec. 13, 2018, "We don’t have official minimum specs yet, but currently you can play Hytale on a low end integrated laptop GPU with default view distance just fine. We understand that many players in our community are running lower-end computers. That said, there will also be extensive graphics options available for players with more powerful systems."
The infinite lands are believed to be a random mashup of the biomes, generating like a normal minecraft world would.
https://hytale.com/news/2019/1/worldgen-introduction
"Beyond the oceans lie the infinite lands. Hytale's storyline won't take you out that far, but our worldgen tech will ensure that there's always something for you to find beyond the edges of the world."
https://hytale.com/news/2019/1/music-track-preview-looking-back-at-the-announcement-and-an-faq-update
>Will Linux be supported?
We have no plans at this time to officially support the game client on Linux. However, we can confirm that Hytale’s server will run on most Linux distros (more details on which to come later).
This. https://hytale.com/news/2020/7/progress-update-july-30-2020
>We’ve been working on some exciting features and content that we can’t wait to share with you later in the year - but these need a little more time in the oven before they’re ready for public consumption.
I thought it was the August blog post, oops!
According to them, the reason they went silent is them looking for a partnership with a different company, which ended up being Riot:
> Figuring out what kind of future partnership worked best for the team,
the project and the community was a long and sometimes challenging
process - if you were wondering why it was necessary for us to ‘go
quiet’ for long stretches of 2019, well, there’s your answer! These
processes take a lot of time and careful consideration to get right.
He's not misunderstanding anything. The story area is essentially a continent surrounded by ocean. https://hytale.com/news/2019/1/worldgen-introduction
"Venture far enough from land and you'll encounter the ocean shelf: a sudden drop-off at the edge of each zone that leads to the deep ocean. The deep ocean is, effectively, a zone all by itself" and "Beyond the oceans lie the infinite lands. Hytale's storyline won't take you out that far, but our worldgen tech will ensure that there's always something for you to find beyond the edges of the world."
This is further confirmed by the way Orbis looks in the concept art. It has a landmass containing all the zones in the middle and the infinite lands peeking up in the background across the ocean.
https://cdn.hytale.com/5e7b929f50cbcd001176c4b0\_9\_\_\_alterverses.jpg
Yes, these UI has already been talked about, also in newer screenshots we can see that some buttons have ??? instead of the letter, also from that screenshot they added another icon. I think that the L, as someone else already said it's probably QuestLog. https://hytale.com/news/2020/5/progress-update-may-30-2020 you can see the newer icon in the throwing poop clip
I expect them to make them public somewhere in 2021 around release:
> Our official subreddit, Discord server, wiki, and forums are still under construction.
adventure mode honestly does seem to be exactly what you want. it is going to have a story. it is going to drop you in a story rich area, that, if you explore outward you will reach an ocean, go father, and you reach the " infinit lands" hytales story wont take you out into the infinit lands, but the random world gen will insure reasons for the player to wander out that far.
it really seems like your worries could be culled by reading this blogpost think of it as minecraft, but with a story.
https://hytale.com/news/2019/1/worldgen-introduction
It's pretty basic but they already have, look at the video under Ambient Animations
https://hytale.com/news/2019/2/exploring-hytale-s-block-tech
There’s an official system where you can join your friends‘ worlds with UPNP, it’s mentioned in the server thechnology blogpost on the official website
I disagree.
We know that they have been working on Hytale for over 3 years now. And I remember someone from Hypixel Studios tweeting that the terrain in the Trailer was not hand-crafted at all.
Also the first world-gen blogpost stated that they already crated 3,785 prefabs.
I really doubt there was that much R&D involved in the game. Of course they wanted/needed a custom engine, that needed to be researched and developed. But once that was done, I would assume it's more or less content creation and system refining.
Hytale is a game in development by Hypixel, one of the biggest servers on Minecraft.
If you haven't already watch the Announcement Trailer here or read about the game at the website here to learn why people are hyped about it.
Long story short: It actually looks like a Minecraft competitor rather than a cash grab.
A post on the Spigot forums had an old quote from a Hytale developer mentioning Typescript being used for scripting, I think it's accurate, but you should take it with a grain of salt:
>2016-12-29.log:[05:40:03] <AgentK> <AgentK> The server technology is Java, but it'd be smart to learn HTML5, CSS, C#, and TypeScript, but Noxy forbids me to elaborate further.
Source (You will need a Spigot account to access it)
Blogpost of July 30:
>We’ve been working on some exciting features and content that we can’t wait to share with you later in the year
the server is an integral part of craftstudio, it has to be there, and like L0rd_Sp7 said, you can make a flat plane and erase pixels to make sharp edges.
https://hytale.com/news/2019/1/take-a-closer-look-at-hytale-model-maker - in this blog post look at the video of the sword making process, it gives a good general overview of how to make stuff. When you'll have some basic familiarity with how blocks are placed, rotated and shaped by practice, just make a simple model to see how it works (no need to texture or anything), then look at what other people have made, and notice what looks bad, try to see if you know why, and look at the good ones and why they are good, maybe even try to see cool little tricks other people's models use, so you can learn from that.
And lastly, do not texture with the built-in editors, use an external program for that, they have a lot of functionality that gives better results and saves time
It was mentioned in the official blog post about servers, a while back: https://hytale.com/news/2019/1/an-overview-of-hytales-server-technology
Clients will handshake with the server and download all resources (including mods, textures, sounds) that are needed to play on the server.
https://hytale.com/news/2019/1/worldgen-introduction
> That’s not all, however! Venture far enough from land and you’ll encounter the ocean shelf: a sudden drop-off at the edge of each zone that leads to the deep ocean. The deep ocean is, effectively, a zone all by itself: it holds many dangers - and rewards - for intrepid explorers to discover. You’ll have to prepare carefully in order to survive in the depths!
> Beyond the oceans lie the infinite lands. Hytale’s storyline won’t take you out that far, but our worldgen tech will ensure that there’s always something for you to find beyond the edges of the world.
thats a nice suggestion! Im sure its already in the game, as in this screenshot, for example you can see more than one different bookshelf block.
If you know how to read JSON here are all publish times: https://hytale.com/api/blog/post/published
I calculated some values related to that api (Timezone EST):
average: 11.11 PM
earliest: 6 AM
latest: 3 PM
The armor: https://hytale.com/m/5cc33752d5829500108a811c_zone_1_skeleton_archer.jpg
The daggers: https://hytale.com/static/images/media/conceptArt/16.jpg
I won't show you a picture of me for obvious reasons, but you can trust that's what I would look like in that armor :)
https://hytale.com/news/2019/3/a-peek-at-some-of-zone-1-s-wildlife You can see in this post 3 duck in water and it seems to be fluid with little waves witch make sense since it's a river.
Hope this helps!
Yep, there will be dungeons to explore in the adventure mode, accessed through portals inside some smaller dungeons. This is one example of one, in the concept art.
It's in-game too, not only in screenshots. Take a look at the gif at the end of this blogpost. The background is blurred while you contemplate, then gets sharp as you move.
well client is closed tho, everything from blocks to UI is a server side "mod", its like one of the first things we ever knew about hytale that the client is closed
read more about it here
Let me refresh your memory:
>We’ve previously said that Hytale will be ‘ready when it’s ready’ because we’re serious about providing the community with a game that meets their expectations. We can now be a little more specific. Factoring in the scale of the project and the high bar we want to hit, we’re planning for Hytale to be playable by everyone in 2021.
https://hytale.com/news/2019/11/november-2019-development-update
Hytale have been clear from the beginning that they are using tools such as their "Hytale Model Maker" to develop the game, and that these tools will be available to the public.
https://hytale.com/news/2019/1/take-a-closer-look-at-hytale-model-maker
"The solution was to bring Élisée and Bilou into the team - and build new software to assist with the development of Hytale. It has now become the toolkit we use to create all of the items, creatures, and animations that you see in-game - and when Hytale launches, you'll be able to use it to create your own."
Also, its pretty funny that you say I've never programmed anything in my life when I graduate with a Bachelors in Computer Science in December.
Whilst we don't know a whole lot about scripting yet, the bits and pieces we have in fact seen indicate something very different to what you're saying.
Here's a showcase of ingame scripting in the trailer, pay attention to the screen, it specifically deals with gameplay elements. Also note the specific mention of 'live scripting', which indicates scripts can be made and run without needing to reload anything. Note this quote from the website too:
>Write and run your own in-game scripts and watch the gameworld transform around you! From players to creators, everybody benefits from the greater freedom this provides.
They did say it would be "playable by everyone in 2021", but that was in November of 2019. Plans can certainly change in that amount of time, and the most recent blog post is evidence of that.
So on their official website, (hytale.com) they talk about combining the scope of sandbox with rpg. Meaning you can choose to follow the story, or play the game without the story! There also is confirmed creation tools/creative mode with world edit like stuff, flying, and placing fully grown trees. Basically there's a TON of creative tools. You can also mirror/copy builds!
At 1:19 you make a guess as to who Noxy is, just letting you know for future reference he's the CEO of Hypixel Studios, as of April this year! Although he's been a creative lead on the game since the beginning. He even comments in this subreddit from time to time, which is always a joy.
I think this is a great video, definitely good production value here.
It looks really cool and the handle is great, somewhat crude looking, like a peasant made it with some basic tools, but that scythe head has way too much detail, I have a feeling that if you've changed it to around three cubes instead of a gabazilion, then the final effect would be much better (one cube as a connection point as well as the main body, second somewhat thinner and angled as the proper scythe head, and the last one as just a "piece of paper" thin to show the blade). this is just what I would do, and maybe not exactly 3 cubes, some more might be needed, but a good reference point as to how much detail in the shape you should include is this blog post https://hytale.com/news/2019/1/take-a-closer-look-at-hytale-model-maker specifically that sword making process.
I'm not saying you should have exactly as much detail as the sword, but that you should use angled blocks, and try to use fewer blocks in general while using them smarter.
Hope this helps your future endeavours :)
" Beyond the oceans lie the infinite lands. Hytale's storyline won't take you out that far, but our worldgen tech will ensure that there's always something for you to find beyond the edges of the world. " Taken from this blogpost.
Edit: Obviously the world's not going to be 'infinite', technically impossible. I'd certainly expect it to be just as big if not larger as Minecraft however.
The team’s description of the ocean in their worldgen blogpost pretty much implies this.
> That's not all, however! Venture far enough from land and you'll encounter the ocean shelf: a sudden drop-off at the edge of each zone that leads to the deep ocean. The deep ocean is, effectively, a zone all by itself: it holds many dangers - and rewards - for intrepid explorers to discover. You’ll have to prepare carefully in order to survive in the depths!
> Beyond the oceans lie the infinite lands. Hytale's storyline won't take you out that far, but our worldgen tech will ensure that there's always something for you to find beyond the edges of the world.
Yeah I'm hoping to see those things as well. All we know about crafting comes from this picture, and seems to convey a Terraria-like crafting system as opposed to Minecraft like crafting.
https://hytale.com/m/5cb09f4b36e672001743d5e3_zone_3_encampment_2.jpg
Hahahahaha, the sense of scale and enclosure in these villages completely dwarfs Minecraft's upcoming village update.
From a blog post: https://hytale.com/news/2019/1/an-overview-of-hytales-server-technology
>Furthermore, we’ve implemented technology into Hytale to make playing together as painless as possible. The friends list allows you to jump into servers that your friends are currently playing on, and also allows you to connect to their adventure mode worlds. To ensure that this is a smooth process, we’re using UPnP (Universal Plug and Play) protocols to handle port forwarding automatically when possible - if that is unavailable, then we attempt NAT punchthrough. What this means in practical terms is that you can join your friends’ worlds through your friends list as long as you’re both connected to the internet without ever having to set up port forwarding - regardless of your router’s settings. Making it easy to play with your friends without a hitch is very important to us.
​
As xOoren said they are only focusing on PC/MAC at this time.
>#What platforms will Hytale be released on?
>Hytale will launch for PC and Mac, with the capacity to run game servers on Linux. We’ll explore the possibility of releasing the game on other platforms during development, but for now our focus is on PC and Mac.
Did you see this build from the blog?
https://hytale.com/m/5c829ba736e672001743d59c_cptcharles_palace.jpg
CraftStudio is the direct predecessor of Hytale Model Maker. The person (or people? it might be a pair of people) developing it got hired by Hytale to make an enhanced version of their model maker. If you want to make actual art, the other suggested programs might be useful, but if you want basic knowledge of how HMM will work to take with you into Hytale, definitely try CraftStudio.
[EDIT: I feel like my phrasing was bad when it comes to "actual art". Plenty of great things can be made with CraftStudio, but in my experience it seems really cumbersome to use. If you more wanted to practice making art in the MC/Hytale style, I'd try another program]
(also, CraftStudio is free. It used to be paid, and it's Itch.io page will ask for donations, but you can skip it)
The game is currently in a closed testing phase. Only people closer to the development team are able to play it. The people who are playing it are currently under an NDA. All of the current footage is from Hypixel Studios.
However, you may still sign up for the Beta here.
https://hytale.com/signup
“We don’t want to provide another estimated launch window that turns out to be incorrect. However, we no longer expect to be ready to launch Hytale before 2023 at the earliest, and it could very well take longer.” This is the last thing we’ve heard about a “release date”, but if you want to read up more about what’s going on I’ll provide a link to the blog post where this statement came from.
>u /Kloaw is right hytale is a sandbox RPG
but...i literally quoted hytale.com of hytale being a sandbox RPG wtf u on about...i was saying how its not a survival sandbox like Kloaw was saying it was and how it was less of an RPG...did you read correctly at all?
No, it is
> The UI is also undergoing significant changes to support the new combat system, including dedicated UI elements for new features like stamina, blocking, and signature moves (more on those in a bit!) We're not ready to share these changes just yet, which is why we've disabled the UI in the clips below.
https://hytale.com/news/2021/7/summer-2021-development-update
I'm not exactly sure what you're asking. The worldgen is like Minecraft where it generates in patches.
https://hytale.com/news/2019/1/worldgen-introduction
If you're talking about world boundaries, I dont think there will be one. I think it'll just save the "chunks" where you've been like in Minecraft but there'll be no world border. Me thinking that isn't gonna stop me from finding out though.
I do believe there would be less people playing mods if this was the standard. I think people should be given the option but I believe it's incredibly ineffective as no one would want to play your mod if they had to pay for it.
What really should happen is that there should be a license where if you end up deciding to use a mod for commercial use after you exceed a certain number of concurrent players that you should pay a one-time fee. I don't believe in charging a percentage as if I were to be a server that had 200 mods, and if a quarter of those mods demanded 1-2% of my gross revenue that I would have to pay up. That would be almost a 25% cut. Either a one-time fee or a monthly fee for continuing to use the mod at most.
If you want an example of a ridiculously good example of a plugin designed for the individual and a paid version for a server, I recently got Lib's Disguises Premium. The free version here https://www.spigotmc.org/resources/libs-disguises-free.81/ does the exact same thing but there is no permission system meaning if I were to use the free version on my server of 100 people, everyone could use it.
By the way just a couple hours after making my post, one of the paid plugins I bought, AdvancedEnchantments made yet another update fixing two bugs. I feel very secure knowing that if there was a massive bug that it could get fixed right away.
It was quoted way back in 2016, it's not the strongest source but it is quite likely true:
https://www.spigotmc.org/threads/hypixels-standalone-game-announced.350804/page-3#post-3250503
I edited my message to reflect this better.
I'm sure that there will be an offline mode, where a client can host their own world. Maybe even have a little LAN party from client to client.
The thing that seems interesting to me is their shared source system. They said that we could read the server code and that it would keep us in sync with the updated clients. What if a server has LAN access, but not internet access, for some type of LAN party? The internet seems to be what keeps the clients and servers within a shared foundation. I'm not really concerned about it. It's just a thought out of curiosity.
people really need to read through blogs first before asking, here
the answer is adventure mode has procedural random generation but in its central island its less random due to story prefabs existing but in the infinite lands anything goes as far as we know
not exactly collectibles but something like the sword shrines in terraria where its really cool if you get ~~an Arkhalis~~ a Terragrim instead of just an Enchanted sword, the like only problem in terraria for me is unique weapons no matter how fun falling of later cause they dont have an upgrade or any use at all to transform them into something new which is a category the ~~Arkhalis~~ Terragrim sadly falls into, hopefully stuff like the demonic axe in hytale and other playstyle altering things will have some sort of longevity
also
>They could contain special food and crafting recipes
we actually got kind of confirmation on this years ago "Knowledge of new weapon categories and weapons themselves can be found scattered throughout the world" -Workbench
and since there are work stations for various parts of crafting like alchemy, cooking etc. betcha they say something similar, some could even be gained from the different factions
...uh sorry to break it to you but... we have seen such officially already
>While we have a specific vision for Hytale’s art and design style, we encourage modders to use the tools we provide to take the game in new directions. Below, you can see an example of some custom anime-inspired costumes that have been created as a personal project by art team member Stein!
well all things from adventure mode to mini games are "mods" that run on hytale so you would be directly just adding stuff ontop of that or through the scripting (although we dont have much info about the scripting)
It's kind of an echo chamber in the comments, but I want to add that Hypixel specifically mentioned in a blog post that they want the game to be able to run on low-end devices.
>While we’ve added some dramatic new features to the engine, our baseline system requirements haven’t changed. Hytale will be fully playable on a low-end system with an integrated graphics chip - in fact, many of the features you’ll see below work on integrated Intel GPUs! We’re fully aware of how important performance is, however, so we’ll also provide the option to customize your graphics settings to suit your setup.
https://hytale.com/news/2020/5/progress-update-may-30-2020
gradient mapping. Its not really a graphics turn down but more like they are changing it so there are less textures in the game reducing the file size and impact when playing. Great for the mobile version but not needed for any other version of the game.
I think the main misunderstanding here is that you think there is going to be two games. hytale mobile and hytale pc. They clearly don't want that. You could play minecraft with your friend on pc but you would be playing bedrock a far worse version of the game.
Sadly we wont know what hytale java looks like because they are now only working on the bedrock edition of hytale.
"Where did you retrieve the information about the different programming languages?"
We were told about the languages used to construct the different parts of the game in the server technology blogpost:
"Hytale’s client is written in C#, and servers run on Java. We’ll cover in-game scripting in a future post, as it’s a separate topic."
https://hytale.com/news/2019/1/an-overview-of-hytales-server-technology
With how they talked about it in this blog post https://hytale.com/news/2019/1/an-overview-of-hytales-server-technology
It doesnt seem like a way that would work on ios.
Especially this part: When you connect to a Hytale server, the client will automatically download all of the content needed in order to play - models, animations, sounds, and everything else.
It was light on detail. Light on detail does not mean it is saying nothing, obviously.
A couple of 15-17 second clips with no UI (therefore not gameplay footage, yet again) a brief explanation of a couple of abilities/weapons and some particle effects is not what I'd call a huge knowledge bomb.
Can you honestly tell me we saw a massive amount from the clips and information this time, beyond what can be seen here? Two years after that was posted? Because I think it was pretty obvious even back then we'd have weapons with specific attacks and actions.
New info? Yes. Lots of it? No.
>we’re planning for Hytale to be playable by everyone in 2021.
>Will this acquisition delay Hytale? We’re still aiming for Hytale to be playable by everyone in 2021, and we’ll continue to keep the community updated on our progress via the official blog.
Okay maybe a market place hasn’t been “confirmed” but they do hint towards it a bit. Also they did confirm that we will be able to monetize custom in-game content in a FAQ they made back in December 2018, and I can’t really see how they could support that without having some sort of marketplace type infrastructure within their client. The part of the FAQ that I’m referring to is towards the end of the post.
Between factions yes, but we still have yet to see confirmation of joining forces with Varyn himself...
>Q:Can you choose a side? Ex. Fight for Varyn or Gaia?
A:There are factions in Hytale, most notably Kweebecs, Ferans, Trorks and Outlanders[1] and it is confirmed that you can gain 'reputation' with some of these factions from completing quests and objectives.[2] Now it isn't confirmed, however, that you would have the choice to join forces with Void creatures. We will have to wait and see.
1.https://hytale.com/news/2018/12/get-to-know-hytale-s-npcs
2.https://hytale.com/news/2019/12/progress-update-december-12-2019
Early FAQ might be outdated, as it was from 2018 but..
heres a segment from this blogpost
Furthermore, we’ve implemented technology into Hytale to make playing together as painless as possible. The friends list allows you to jump into servers that your friends are currently playing on, and also allows you to connect to their adventure mode worlds. To ensure that this is a smooth process, we’re using UPnP (Universal Plug and Play) protocols to handle port forwarding automatically when possible - if that is unavailable, then we attempt NAT punchthrough. What this means in practical terms is that you can join your friends’ worlds through your friends list as long as you’re both connected to the internet without ever having to set up port forwarding - regardless of your router’s settings. Making it easy to play with your friends without a hitch is very important to us.
This isn't true, they've said before that their goal is to continue supporting the game with new updates after release.
According to blogpost, you can model, rig, animate and add behaviour to any mob.
So there is a very high likely hood you can create a castle with fully custom mobs.
In https://hytale.com/media#conceptArt-9 the planets have different sizes, so maybe they could act like the nether, where traveling on one of them is faster than on another.
"Hytale will be fully playable on a low-end system with an integrated graphics chip - in fact, many of the features you’ll see below work on integrated Intel GPUs!" - https://hytale.com/news/2019/11/hytale-graphics-update
https://hytale.com/news/2019/11/hytale-graphics-update
also noxy said in the hytale news discord server " So integrated graphics cards should be running the game at least on 30fps with default view distance. Thats our goal. " but this was said on 1/1/2019 along with " I have GTX970 and I can see super far and play at 144fps".
Oh, I'm sure it's probably decided, but they aren't going to say until they announce a beta. I would be shocked if a company as big as Riot acquired Hypixel without having them provide an explanation on how Hytale will make its money back. Riot was already a large investor in Hytale before the acquisition ("As of today, we're thrilled to announce that Hypixel Studios has launched with Riot Games as an investor.", Dec 2018), but buying out an entire development studio and putting them under your umbrella is far more financially significant, and requires much more confidence from the investor. Even if they don't have all of the details worked out, the general question of "free" or "paid" must have already been decided. The secondary details however, like the price to sell the game at, the price/structure of server microtransactions, etc. probably aren't solidified.
I've always kinda disliked the F2P/P2P discussion, because it's entirely theoretical and more people talking about the general merits of each system. At this point, it feels so played out that I hope it goes away soon.
We’ve been working on some exciting features and content that we can’t wait to share with you later in the year - but these need a little more time in the oven before they’re ready for public consumption.
>We’ve been working on some exciting features and content that we can’t wait to share with you later in the year - but these need a little more time in the oven before they’re ready for public consumption.
Looking at this blog post: https://hytale.com/news/2019/4/an-introduction-to-building-npc-behaviors we can see they are using JSON for their scripts so I can totally imagine them using TypeScript too.
It's most likely high difficulty Zone 3 Frozen Warrior. In one of the blogposts Hytale devs have said that they changed their view on difficulty. Originally it was meant to be zones getting progressively harder. But they changed it to be non-linear and have multiple difficulties structures per zone. Then they showed us easier version of the Trork (almost naked with a club). So I think it's just the frozen warrior with a bit better armor.
Oh my bad, they said it BEFORE their current last blogpost
Lemme quote something from this blogpost:
> These are exciting times for us as we establish the new office, expand and reorganize our development teams, and embark on a crucial phase in Hytale’s development. We’ve been working on some exciting features and content that we can’t wait to share with you later in the year - but these need a little more time in the oven before they’re ready for public consumption.
Which means that they're gonna show us something before the end of the year, we dunno what tho
> Hytale’s client is written in C#, and servers run on Java.
They have not released any info on their in game scripting language yet.
This is a conceptual trailer made by filipum. I do not own any of the content used in this video and all the clips were taken from the official website.
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They probably haven't shown us the floating islands in the zone yet, doesn't mean there aren't any in announced zones. There have been multiple floating island concept arts.
https://hytale.com/news/2019/1/worldgen-introduction In the January Woldgen introduction blog post, the Dungeon Entrances Research concept art shows floating islands
>Will Linux be supported?
>We have no plans at this time to officially support the game client on Linux. However, we can confirm that Hytale’s server will run on most Linux distros (more details on which to come later).