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  3. Major changes are on the way!

Major changes are on the way!

Hey all,

after a fresh look into the game and talking to different developers and players, I have decided to redesign some significantly flawed game design systems in Heart of Muriet.

[h3]1. Why am I doing this so late in the development cycle?[/h3]

The game has grown big, and some game design elements have never got adjusted. There are some serious flaws which I want to point out here:

  • The map is not utilized well. Most of it is a dead zone due to the current base design.
  • The game lacks interesting decision-making other than: Do I have enough units and technology to conquer the enemy base.
  • No exploration is possible with the current map.
  • Troops can only stay in a few positions. Making tactical decisions is currently not possible.
  • Pathing of troops cannot be influenced, which is a big problem, as there is only one vector of attack most of the time, which makes most battles an attrition war.
  • Special points of interest are not possible with the current design, I tried to fix this with base sizes, but it didn't work out.
  • There is more, but the above points are the main problems.


[h3]2. What is going to change? [/h3]

TL;DR: A lot!!!11

  • A hex grid system will be introduced. Each hex is a small "base". Multiple "bases" form a territory for each player.
  • Building plots will be removed. Players can place buildings on a grid, as they are used to in other games. I will keep some of the conveniences the old system currently has, like previews that can get switched with the mouse.
  • Troops are pathing through the midpoint of a hex field. You can only walk to already explored hexes. Troops can get moved on any hex field and stay there.
  • Players can explore the map, find loot, and have lots of game-changing points of interest to discover, beside a strong AI opponent to watch out for.
  • Introduction of POIs like neutral hamlets, bandit camps, shrines, animal hideouts filled with loot, resources, technology and severe dangers.
  • More resources will get introduced, as well as a population to recruit your army from. "Supply" will also change into a more advanced food system with growing crops.
  • Moving of troops and fighting will stay but will be adjusted to the new grid system. E.g. ranged units and buildings will get their projectile ranges modified.
  • There will be more changes, which I will talk about in upcoming posts.


Teaser Screenshots:
Exploration:


Expanding territory:


Pathfinding on hex:


Closeup:


Fitting more content in a few hexes compared to the biggest map in the demo:


Seasons maybe?


[h3]3. When will we be able to test this?[/h3]

The good news is, I was able to make the switch from the base to the hex grid system in about to two weeks including the path finding. There is still plenty of work left as I have to add more features that underline the current concept changes. The tutorial and the AI need a proper rework as well. My current guess is about four to six weeks to the first playtest!

If you want to be part of the playtest, please join our community! The first few weeks it will be exclusively for our discord users.



https://store.steampowered.com/app/1368160/Heart_Of_Muriet/