HexWind Update 15 - Missions Revamp Part II
HexWind Update 15: Missions Revamp Part II
Hey VR die-hards. Update 15 is a quick one continuing our current phase of improving missions and map runs with changes to mission variety and map generation. Let’s dive in.
[h2]Procedural Map Generation[/h2]
We’ve included the first updates working toward procedurally generated maps on the game board. This will be a big focus for the next few updates, gradually building up the variety of mission types and map layouts, with a focus on making your choice of path through the map more interesting and important.
Mission and map variety will be our focus for at least the next 2-3 updates. Here’s a preview of Update 16:
[h2]In-Mission Combat Variety[/h2]
We’re continuing work changing how we spawn enemies in missions, to have better control over pacing and difficulty. We found that a lot of our older mission types end up either way too easy, or way too hard, and we hadn’t built the tools to tune that in a straightforward way. It’s taking a while, but we’re feeling pretty good about the results in the new mission types. Old mission types will still be spread across the map, but we’ll be sunsetting or revamping those in favor of missions built with our current approach.
We love hearing strong feelings so come on over to our Discord server to let us know what you think!
The Charm Games Team