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Home Gaming

Temtem Has Released A Short-Term Roadmap To Address What’s Coming To The Game In Near Future

by Vivek
February 25, 2020
in Gaming, News
Temtem Has Released A Short-Term Roadmap To Address What’s Coming To The Game In Near Future

Crema

Heavily inspired by Pokemon games, Temtem has become quite popular with its early access release. Its been a month since the game was released and the community is asking more and more questions regarding its future content and planning. To address the questions, Crem has released a short term roadmap to give players a peek at future content. So, let’s see what we have in the roadmap of Temtem.

Temtem Short-Term Roadmap

Crema has divided the roadmap into two parts for more details and released the first part today. So, let’s have a look at it

Ranked Matchmaking

Crema is planning to release the balance patches frequently, but they don’t want to make everything balanced until the full release of the game. However, they will buff the overpowered changes if needed and will try to implement new things.

Matchmaking V1

They also talked about the first iteration of Matchmaking in the game. The matchmaking will include a player rating based on ELO (aka TMR – Tamer Matchmaking Rating). Players will start with playing some defined matches to unlock their initial TMR and then they will be matched 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” Crema said

Temtem auto-scaling

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.

In addition, 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

Cream had it in their internal roadmap scheduled for later, but they pushed it to front due to the number of players requesting it. The initial version of the mode will be a basic version followed by more addition.

In the mode, players will spectate others in a competitive match. HP and STA percentages, team composition after the pick&ban, stages and status conditions, techniques used, etc will be displayed to the spectating player.

In-Game Chat

In the alpha test phases, the game had a temporary chat feature, but it lacked in lot of features, so the studio removed it for the entire early access. Now, the in-game chat will be implemented along with the full release.

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.

Club Management

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.

Housing

Every Temtem player will be able to acquire a house since they won’t be limited in quantity. Crema is designing a  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!

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…).

Achievements

We all love achievements. Whether they are something simple like completing the Tempedia or something more obscure like defeating a 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).

So, this was the first post of short term roadmap, Crema will release second post tomorrow with a focus on the Trading House, the Dojo Wars, and details about the end-game island, after launch support and more!

Source: Crema 

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