[Lab] Modular Map Testing Underway!

Hello again, Survivors!
So far, we have discussed improvements in the game made since the start of Early Access such as team restructuring, and things to keep an eye out for during the restructuring process.
However, there are limits to sharing only “theoretical” design principles.
Therefore, as much as possible, I would like to show you things that are actively being developed. However, since the development team is continuously prototyping various game elements, it is still too early to discuss anything as definitely confirmed.
Going forward we will classify each Dev Note based on its content, as organized below:

- Dev Note: Explanations about design principles or important “confirmed” elements of the game, asking for players' opinions, etc. Similar to what you’ve seen up to now.
- Archive: Stories about the development history of “past versions” prior to Early Access or elements that were inspired by previous versions.
- Lab: Sharing current “experiments” within the Dev team through prototyping, content may not be confirmed.
- Beta Preview: Updates about content that has passed through the laboratory are somewhat confirmed, and a build that can be shared with players is ready.
- Live Preview: Notifications about content when the Early Access version itself is updated or when a version that has passed through the “Beta version” is ready for Live Release
Today, in the first post under the category of “Lab,” I would like to discuss the experiment we are conducting regarding map modularization.
[h3]Purpose of Map Modularization Test[/h3]
In broad terms, we are trying to achieve “Map Modularization” for the following purposes.
- Applying a procedurally generated structure to a “random map” system or creating a “modularized map unit” that allows the quick production of “multiple maps.”
- “Multiple maps” produced in this way (Sub-stages) are categorized based on “available resources (materials, food, weapons, etc.),” and the player chooses the location they wish to go.
- Player uses resources acquired on the “Multiple maps” to take on the “Main stages” for key objectives in the narrative (boss battles, rescuing major NPCs, etc.)
In other words, the “main stage” involves “hand-crafted” level design similar to the existing Early Access version, emphasizing tactical depth and dense experiences. However, for the “sub-stages,” the focus is more on gathering “available resources” rather than creating a “hand-crafted” experience.
Before finalizing these objectives, we need to be able to answer the following questions:
- Can a “meaningful tactical experience” be achieved in modularized sub-stages that are not hand-crafted?
- Does the consecutive placement of these sub-stages negatively affect the pacing of the game?
- Does this design positively address the “linearity issue” (easing the learning curve, enhancing the sense of growth, etc.)?
To experiment with answers to these questions at the lowest cost, our level designer created a test version using newly crafted maps. This approach resembles the creation of user maps (MODs) in games like the Starcraft/Warcraft series, allowing for rapid testing of new maps.

[h3]Testing Method[/h3]
The map modularization test was conducted as below:
- There are a total of four sub-stages: Blacksmith, Grocery, Warehouse and Barracks.
- Players can choose the order, and it's possible to visit locations multiple times.
- After completing any four stages, regardless of order or type, players must go to the main stage, the Manor House.
The map size for each sub-stage is approximately half the size of the maps in the Early Access version. The focus of the test was on the systemic map operation rather than advancing the story.
In other words, the core game mechanic of “acquiring resources while being mindful of enemy sight” was maintained, but the structure of the map, the location of item boxes, and the types and placement of enemies are varied...

Infested from the EA version, such as “Knawer, Skulker, Blister,” were randomly placed. To maintain the tension in gameplay, a structure was applied where a certain probability of a kind of “elite creature” could appear.
Additionally, after clearing each sub-stage, we experimented with a structure that allows players to choose additional exploration areas for resource gathering.

Once a sub-stage is cleared, a “temporary campfire” appears. Unlike the hideout with a Blacksmith or a Cook, players can choose one of the “maintenance commands” such as equipment repair/armor repair/additional material acquisition.
At this point, players make an important decision - they can either “stop exploring and return to the hideout” or explore more areas after the maintenance phase. In the current test version, up to four additional explorations are possible.

Through additional exploration, players can obtain more resources, but losing weapon/armor durability or taking damage may lead to overall losses if they get too greedy.
Whether providing these additional choices offers “strategically interesting options” or feels like an “excessively repetitive experience” was also a crucial testing point.
The entire scope of this test version involved clearing the final stage, the “Stage Manor,” after going through this “farming process.” The actual playtime for one session, based on the development team's experience, took approximately 3 to 4 hours on average, similar to the current Early Access version.

[h3]Test Results and Future Plans[/h3]
The reactions to the test version varied significantly among the dev team based on their play style and preferences, but to summarize:
- The overall design framework of the sub-stages can be considered suitable to be kept.
- Currently, due to resource constraints invested in prototyping, the maps for “additional exploration” felt somewhat repetitive around the 3rd to 4th sub-stage.
- However, if a more diverse range of maps is created through an actual random map or modularized structure, maintaining the framework of the current test version should pose no issues.
- Currently, due to resource constraints invested in prototyping, the maps for “additional exploration” felt somewhat repetitive around the 3rd to 4th sub-stage.
- The structure of “choosing sub-stages” and “deciding whether to explore more or not”' is very positive.
- The effect of allowing “active choices” rather than following a predetermined path has proven to enhance player engagement.
- However, it's currently not as necessary to gather resources other than those used for “weapon modification/refinement,” and there is a need to expand the types of materials.
- The effect of allowing “active choices” rather than following a predetermined path has proven to enhance player engagement.
- In addition to the volume of the map, there is a need to diversify the types of enemies.
- While the presence of “Elite Creature” was positive, it also created a sense of repetitive combat experience around the 3rd to 4th stage.
- More varied enemies with distinctive features should appear, beyond “Blister” or “Skulker,” and there is a need for heightened tension by not knowing which enemy might appear.
- However, especially for enemies that require different “approaches,” providing a way to roughly identify their type before departing on a stage is necessary for strategic preparation.
- While the presence of “Elite Creature” was positive, it also created a sense of repetitive combat experience around the 3rd to 4th stage.
- Additionally, there is a need to diversify interactive objects within the stage beyond “item boxes.”
- If “destructible objects” or objects with “special effects” become more varied, it will further enhance the core tactical element of the game, presenting the “tile puzzle” element that responds to dynamic situational changes.
- When these objects vary according to the map themes of each sub-stage, it will reduce the perception of repetitive experiences, similar to enemy diversification, and elevate the tactical nature of the game.
- If “destructible objects” or objects with “special effects” become more varied, it will further enhance the core tactical element of the game, presenting the “tile puzzle” element that responds to dynamic situational changes.
Based on these test results, the level design team is considering foundational planning elements for “Object Diversification.” Meanwhile, the content design team is preparing for another major goal, “diversification of deploying characters,” and will design experiments for “diversification of appearing enemies” accordingly.
To avoid confusion, let me stress that all the information shared through the “Laboratory” posts may change based on the progress of development in other areas.
In other words, these details are part of the intermediate process to make well-informed decisions and, in line with the initial commitment of weekly posts, the purpose of this writing is to transparently show players where we are at.
In the current test version, we focused solely on testing the gameplay framework without considering the narrative. Once the direction is finalized, narrative planning aligned with the current direction will also need to be approached from a new perspective.
Apart from these experiments, additional improvements based on UI/UX feedback from game reviews discussions/QA are being incorporated as development progresses, and when the update for that version is ready, we will introduce the update details in a “Live Preview” post!
That’s all for now and see you again very soon!
Thank you,
REMORE