Objectives, Waves & A New Class??
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[/p][h2]Hello everyone \\(>◇[/h2][p]This week has been pretty hectic with all the holidays and stuff, but we’ve still got a lot to show you. Right now we’re focusing on making systems that support our games RPG elements, with significant changes to the battles and map. Take a look![/p][p][/p][h2]Battle Objectives[/h2][p]We’re currently working on a way to make the battles more varied, so it isn't always about murdering everything on the screen. Some of the battles will now require you to survive a certain amount of time, others will require you to protect an NPC or kill a certain enemy before it runs away.
[/p][p]More will be added as time goes on but, we’re planning for these objectives to have impact on the actual RPG elements, with real consequence on the map. This should further bridge the gap between combat and the map, increasing the immersion of the game.[/p][p][/p][h2]Enemy Waves[/h2][p]As an addition to the objectives, the battles will now feature a wave system. This means that as time progresses, more and more enemies can keep appearing. This allows our designers to create some really interesting battle scenarios.[/p][p][/p][p]Here's an example (the animations are a bit janky for now, but ay… they work):[/p][p]
[/p][p]Don’t mind the dangling… cloth on some of the enemies, actually do mind it because we’re keeping it in. Don't make too much fun of it though, we don't want to make the artist sad.[/p][p][/p][h2]Map Improvements[/h2][p]We’ve also been tinkering around with the core design of the map, we’ve come to a couple of conclusions, partially following your feedback.
We need easier backtracking, moving around bigger dungeons takes too much time, the same popups kept showing up each time you visited a node. As we expand our RPG-ness these travel times would only begin to grow and grow, leading to frustration. The answer was clear: we need more than a single interaction type with map areas. For example each NPC or point of interest on a certain map node should have their own interaction icon, these will be able to move around the map, changing the shape and the story of the map in real time.[/p][p]
Here’s how it’s looking so far:[/p][p]
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We’re still experimenting with the visuals and overall presentation, so the looks might change in the future. We want the map to be as immersive as possible without sacrificing readability, and causing frustration.[/p][p][/p][h2]New Class[/h2][p]This is just a quick sneak peak to leave you guessing and on your toes, the class's look and design is basically determined but we’re still experimenting so we’re gonna create a whole dedicated post to showcase its abilities when we’re 100% happy with it. And so here it is![/p][p]
[/p][p]Tell us your best guesses as to what this class does and its theme under this post or on our discord -> here, and sorry for keeping you on edge like that :P[/p][p][/p][h2]Q&A[/h2][p]We've received a couple of questions from yall, so I'll try my best to answer them right now. [/p][p]Q: “I really enjoyed the soundtrack in your game! May I ask if you’re planning to release the tracks on Spotify or other music platforms once the game is fully released? Thank you in advance for your time and for creating such wonderful music and such an amazing game!”.
Thank YOU for the amazing compliments, our music is sourced from different artists, and believe us or not, some of the music that we’re most happy with has been out on youtube for almost a decade.
They’re made by an artist called Dzivia, and the tracks featured in our game are:[/p]
[/p][p]Q: “This game looks to be shaping up really well. I must ask you, please think about regional pricing with care. My country (Brazil) , like many others, has very weak local currencies now. If the pricing feels wrong (like, say, Monster Train 2 here) and the full game is packed with the same quality the Demo has, it's a day 1 purchase to me.”.[/p][p][/p][p]We will try to push this as much as possible, our country (Poland) is notorious for having some of the highest game prices in the world when adjusted for local currency, so it's something that we take personally. But in the end this decision is not ours to make.[/p][p][/p][h2]Wrap up[/h2][p]Sorry for the 1 day delay, but the dumbass that writes these posts forgot about the national holiday, and I can say that because he's me. Anyways… we’ll see you next monday.[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form:[/p][p]https://forms.gle/RjVhs3oSfyjRQtrH9[/p][p][/p][p]Catch us on our socials:[/p][p]TikTok[/p][p]Blue Sky[/p][p]Discord[/p][p]x.com[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]
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[/p][p]More will be added as time goes on but, we’re planning for these objectives to have impact on the actual RPG elements, with real consequence on the map. This should further bridge the gap between combat and the map, increasing the immersion of the game.[/p][p][/p][h2]Enemy Waves[/h2][p]As an addition to the objectives, the battles will now feature a wave system. This means that as time progresses, more and more enemies can keep appearing. This allows our designers to create some really interesting battle scenarios.[/p][p][/p][p]Here's an example (the animations are a bit janky for now, but ay… they work):[/p][p]
We need easier backtracking, moving around bigger dungeons takes too much time, the same popups kept showing up each time you visited a node. As we expand our RPG-ness these travel times would only begin to grow and grow, leading to frustration. The answer was clear: we need more than a single interaction type with map areas. For example each NPC or point of interest on a certain map node should have their own interaction icon, these will be able to move around the map, changing the shape and the story of the map in real time.[/p][p]
Here’s how it’s looking so far:[/p][p]
Thank YOU for the amazing compliments, our music is sourced from different artists, and believe us or not, some of the music that we’re most happy with has been out on youtube for almost a decade.
They’re made by an artist called Dzivia, and the tracks featured in our game are:[/p]
- [p]Postaci (Shadows) [/p]
- [p]IMPERIVM [/p]
- [p]Vataha (The Pack) [/p]
[/p][p]Q: “This game looks to be shaping up really well. I must ask you, please think about regional pricing with care. My country (Brazil) , like many others, has very weak local currencies now. If the pricing feels wrong (like, say, Monster Train 2 here) and the full game is packed with the same quality the Demo has, it's a day 1 purchase to me.”.[/p][p][/p][p]We will try to push this as much as possible, our country (Poland) is notorious for having some of the highest game prices in the world when adjusted for local currency, so it's something that we take personally. But in the end this decision is not ours to make.[/p][p][/p][h2]Wrap up[/h2][p]Sorry for the 1 day delay, but the dumbass that writes these posts forgot about the national holiday, and I can say that because he's me. Anyways… we’ll see you next monday.[/p][p][/p][p]Stay safe!
Fardust team[/p][p][/p][p]Q&A form:[/p][p]https://forms.gle/RjVhs3oSfyjRQtrH9[/p][p][/p][p]Catch us on our socials:[/p][p]TikTok[/p][p]Blue Sky[/p][p]Discord[/p][p]x.com[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]
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