【Dev log⑧】An essay on the pace of development
Hi I’m Wang. I get asked all the time: "Make a free game on STEAM. Will players take it? " In my opinion, In fact, I think that for the player, having enough content is what you want as a player, not an absolute freemium or buy-out game.
I prefer to use the term "hybrid" to describe the Book of Yog. The hybrid game that I understand, It should have the advantages of free games with no economic barriers of interactivity and strong and continuous update ability, but also have the rich and coherent game content of single-play games, such as story, exploration, experience rhythm, etc.
I divided The Book of Cover into three development stages: Battle & Cards, interactive upgrades, and Enhance Content.
[h2]Battle & Cards[/h2]
1:Have a certain number of levels to play, rich build content, rich growth system;
2:Have 20-30 characters to collect and cultivate;
3:Early game plot (the team size is still too small, the production capacity is insufficient, and the development tool is not mature enough, which is currently being addressed).
At this stage, the game is basically playable, but the experience is not rich enough. It is just a normal hard-core idle game, and it will be in this stage when the game is initially launched. (For those players who have a strong need for the game plot I want to say sorry first. Please give us some more time and patience, we are trying our best to improve the editor, please wait for us to perfect the tool!)
[h2]Interactive Upgrades[/h2]
1. Steadily add new levels, gears, skills, gems, storyline, and new skill mechanisms to enrich and deepen build system;
2. Steadily add new characters, averaging 1-2 characters per month;
3. Add activity gameplay, enrich the clan system, and provide gameplay of character collection and gear collection centering on activities;
4. Steady updates of plot content.
At this stage, the content of the game is relatively rich, with more interactive gameplay, and more research space for the build. The requirements for the player to play the game or pass the level are not identical, which allowing the player to play more freely.
At the end of this stage, when our tool chain is mature and the update of level content is stable, we will be fully engaged in the development of plot content and exploration system.
[h2]Enhance Content[/h2]
1.We will create over 20 separate scenes to shape the main city - St.Nigar - in the game. Players can explore the city in a variety of ways, such as investigating side quests, playing mini-games, training, and interacting with characters who play roles as students;
2:Players will play as a mercenaries commander, arrange the tour of the academy, accompany students, guide training, complete missions and deepen relationships with students in limited time, and promote the development of the story;
3:Increase the bond system, improve the ability of partners, activate the side-line story, learn about the character backstory, open exclusive weapon missions, etc.
At this stage, we will devote all our energies to creating a sophisticated and informative world of St. Nigar.
Only every month, every aspect of the game is updated steadily, including rewards, levels, new characters, gear, story, activities, then I think this game is a qualified game, which the players will be willing to play such a game. I expect the whole development cycle to take about 8-12 months, so it's going to be a long, hard job for us.
However, I believe that as long as perseverance, our sincerity will attract our players!
The test is basically scheduled for August 25, and I sincerely welcome you to come and play our current game, and also welcome you to give us all kinds of criticism and suggestions.

I prefer to use the term "hybrid" to describe the Book of Yog. The hybrid game that I understand, It should have the advantages of free games with no economic barriers of interactivity and strong and continuous update ability, but also have the rich and coherent game content of single-play games, such as story, exploration, experience rhythm, etc.
I divided The Book of Cover into three development stages: Battle & Cards, interactive upgrades, and Enhance Content.
[h2]Battle & Cards[/h2]
1:Have a certain number of levels to play, rich build content, rich growth system;
2:Have 20-30 characters to collect and cultivate;
3:Early game plot (the team size is still too small, the production capacity is insufficient, and the development tool is not mature enough, which is currently being addressed).
At this stage, the game is basically playable, but the experience is not rich enough. It is just a normal hard-core idle game, and it will be in this stage when the game is initially launched. (For those players who have a strong need for the game plot I want to say sorry first. Please give us some more time and patience, we are trying our best to improve the editor, please wait for us to perfect the tool!)
[h2]Interactive Upgrades[/h2]
1. Steadily add new levels, gears, skills, gems, storyline, and new skill mechanisms to enrich and deepen build system;
2. Steadily add new characters, averaging 1-2 characters per month;
3. Add activity gameplay, enrich the clan system, and provide gameplay of character collection and gear collection centering on activities;
4. Steady updates of plot content.
At this stage, the content of the game is relatively rich, with more interactive gameplay, and more research space for the build. The requirements for the player to play the game or pass the level are not identical, which allowing the player to play more freely.
At the end of this stage, when our tool chain is mature and the update of level content is stable, we will be fully engaged in the development of plot content and exploration system.
[h2]Enhance Content[/h2]
1.We will create over 20 separate scenes to shape the main city - St.Nigar - in the game. Players can explore the city in a variety of ways, such as investigating side quests, playing mini-games, training, and interacting with characters who play roles as students;
2:Players will play as a mercenaries commander, arrange the tour of the academy, accompany students, guide training, complete missions and deepen relationships with students in limited time, and promote the development of the story;
3:Increase the bond system, improve the ability of partners, activate the side-line story, learn about the character backstory, open exclusive weapon missions, etc.
At this stage, we will devote all our energies to creating a sophisticated and informative world of St. Nigar.
Only every month, every aspect of the game is updated steadily, including rewards, levels, new characters, gear, story, activities, then I think this game is a qualified game, which the players will be willing to play such a game. I expect the whole development cycle to take about 8-12 months, so it's going to be a long, hard job for us.
However, I believe that as long as perseverance, our sincerity will attract our players!
The test is basically scheduled for August 25, and I sincerely welcome you to come and play our current game, and also welcome you to give us all kinds of criticism and suggestions.
