Boy, Do We Have Masks for You!!
[p]Hi folks! [/p][p][/p][p]Jessica back again with an update on what we’ve been doing over the past week. [/p][p][/p][p]One of our designers has been going nuts with the masks. We always knew we wanted a lot of different masks (more masks means more tag combos, and more tag combos means more choices in gameplay, you get the jist) but he’s really gone all out. If you’ve ever wanted a penguin statue for a head, well… this is your moment.
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[/p][p]We’ve also got new heist locations available for our playtesters, some of which are variations on the current suburban theme, and some of which… are different. That’s all I’m gonna say. If you want to know more, go join the playtest. We’ve got a lot of ideas about how we’d like to theme future heist locations, but incorporating each level set in a good prototype level takes some time.
[/p][p]Another member of our design team has continued to expand the objectives for the heists, and he’s gotten creative with goals that are unique to each location. He’s also added a weight limit to the get away van, which adds to the complexity of the missions. Take what you need to reach your goals… but not so much you can’t drive away.
[/p][p]You’re going to start seeing team reputation get calculated on the results screen, although the long term effects of that are still a work in progress. You’re also going to notice that voice chat now impacts the noise meter, so remember to be quiet.[/p][p][/p][p]If you’re not quiet, and Mr Fish gets you, no worries. You can now speak with your still living teammates, and they should be able to see your incorporeal presence floating in the air. You can choose to be helpful, or you can harangue them for letting you die. Up to you.[/p][p][/p][p]We’re still working on players being able to control how closely they hold an item (it’s working for the host of the game, but no one else at the moment), and we’re continuing to work on our unholy critters, although as of now you’ll still only be seeing Mr Fish in the playtest.[/p][p][/p][p]That’s definitely not everything, but that’s most of the major changes since last week. Let us know what you think![/p][p]
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[/p][p]Another member of our design team has continued to expand the objectives for the heists, and he’s gotten creative with goals that are unique to each location. He’s also added a weight limit to the get away van, which adds to the complexity of the missions. Take what you need to reach your goals… but not so much you can’t drive away.
[/p][p]You’re going to start seeing team reputation get calculated on the results screen, although the long term effects of that are still a work in progress. You’re also going to notice that voice chat now impacts the noise meter, so remember to be quiet.[/p][p][/p][p]If you’re not quiet, and Mr Fish gets you, no worries. You can now speak with your still living teammates, and they should be able to see your incorporeal presence floating in the air. You can choose to be helpful, or you can harangue them for letting you die. Up to you.[/p][p][/p][p]We’re still working on players being able to control how closely they hold an item (it’s working for the host of the game, but no one else at the moment), and we’re continuing to work on our unholy critters, although as of now you’ll still only be seeing Mr Fish in the playtest.[/p][p][/p][p]That’s definitely not everything, but that’s most of the major changes since last week. Let us know what you think![/p][p]
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