February Dev Update – World parameters, Quest variants & a lot of debugging!
[h3]Hey Guildmasters![/h3][p]February was about making the simulation more reliable, bringing back player choice depth, and preparing the content foundation for the next phase of development. [/p][h3]💻 Development update[/h3]
Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] • \[Follow on socials][/p]
- [p]Stability & predictability pass: a lot of time went into verifying that logic, progression, and “feel” behave as intended. To give a few examples: it was making sure forecasts were reliable for the questboard and evening phase and that the injury distribution during quests applied as intended.[/p]
- [p]"Evolving World" upgrade: to make the "evolving world" feature more aligned with my vision I had to rework the world parameters loop ( World Parameters → POIs → Opportunity generation and finally "World parameter changes from quest outcomes") That led to a restructuring of the quest data template (one of the oldest and most interconnected parts of the game so definitely not a trivial undertaking). Now opportunity generation is more robust, predictable, and ready for the next wave of content as well as quest and world balancing.[/p]
- [p]More Quest variants depth: the variant system + selector have been updated and players can again decide how to handle opportunities ("exterminate/study/exploit" a slime outbreak)
This will ensure more narrative depth while keeping the gameplay controlled and varied.[/p] - [p]Content implementation: Did the first true content implementation pass and by that I mean I tried to have the early game content as complete and balanced as possible. Now that gameplay works, it will be all about getting the pacing, feel, and progression right. Much of the next few months will be about that![/p]
- [p]Gear repairs & stamina regen/thresholds rework: low stamina/repairs are no longer hard blockers for adventurers to start questing. This was needed to make progression from harmless quests to deadly ones as well as differentiation between variants more logical. In fact it reinforces the role of these two things in the early game/easy quests while injuries and gear breaks take their place in the mid/late game.[/p]
Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] • \[Follow on socials][/p]