![]() In the beginning of our time in Early Access there were quite a few of threads with people claiming the overall game was too hard, but as time has progressed, those threads don’t seem to appear any longer and those who do have problems end up farming for levels and better items before giving the challenge a go again. Would those people persist and end up feeling amazing after beating that difficult challenge if there was an Easy Mode? Or would they end up thinking Normal Mode is too hard and the game is poorly balanced since they felt forced into swapping to an easier setting? We’ve had a lot of forum threads or feedback that begins with someone claiming something is impossible, only for them to come back a while later saying ‘okay I totally get it now, this is amazing’. And, in doing so, they would probably end up thinking ‘man that’s annoying’ rather than ‘OMG I FINALLY MADE IT’ upon victory. On the surface it seems like such an easy decision: why not add Easy Mode? Well, our worry is that by adding Easy Mode, a lot of people who would succeeded in Normal Mode after trying a little longer, would just give up on harder challenges and swap to Easy Mode. We had a quite long discussion about whether or not to implement Easy Mode. Of course, this won’t be long range by any means, but it should make it possible to do some damage while running around waiting for that energy to recharge. So we decided that we want to add a tiny magic orb (or something like that) that shoots out from the magic weapons as you hit with them, making the range of your weapon slightly longer. So, magic weapons don’t give as much attack, and it kind of sucks that magic users face a clear disadvantage when they’ve run out of mana. So this week it was time to get together and discuss the future of Grindea once more! There are some pretty big design decisions going on here… Let’s dive into ’em: Hey guys! In order to keep things clear about where we’re heading, plus better keeping track of our design ideas, we’ve decided to have shorter meetings but keep them more often. The magic user version will likely have a different color scarf and a slightly changed hat:Įxciting times! Can’t wait to start prototyping and testing these guys out, it’s gonna be so nice to move on to a different area after so many months working on the desert! As always, it’s great to be an indie dev cause as soon as you get tired of one thing, everything changes and you need to start working on something else! The first enemy he’s making is a skeleton ghost, which will come in two versions: one that wields a sword, and one that uses magic to buff and debuff the surrounding players and enemies! As usual, he’s made a lot of sketches featuring different versions of the enemy below (starting with the sword-wielding one), with the one in the green circle representing the one he’s decided to work with for the first couple of animations. Meanwhile, after having made a ton of NPCs for the desert, it’s finally time for Fred to start working on the Ghost Ship enemies!! Next up, another card… There are still a few left, after all! This is the Orange Slime card, featuring an orange slime used as a saw by the desert’s own carpenter, Mallet: Who is this mysterious person, and what was her relationship with Dad and Charlotte like in the past? All questions that may soon be answered through those memory orbs… Next, another portrait from past times: this time featuring young dad!!Īt this time in his life, he recently got accepted as a Collector after passing the trials, along with Charlotte (your mom) and Ivy, who went on to become the grandmaster of the Collectors.Īnd now, what I believe to be the last in a series of the younger version portraits: Ivy, from a time before she became the leader for the Collectors! I know I mentioned we’d continue on adding things for the desert’s stable release, but I’ll have plenty of time to do that while throwing in a ghost ship background or two… :) As such, I made a random design of what one such room could look like, and made a bunch of random props to put in it. We’d like the player to battle their way through a set of cabins on the second or third floor, so naturally we need to make a bunch of items that can be seen in these cabins. So while the actual room-by-room design of the upper floors of the ghost ship haven’t been decided, we know what types of rooms we want, and one such room is the cabin. Once again, thanks for all the feedback surrounding the desert patch! Now it’s a new week with new adventures, and for now we’ll focus more on upcoming stuff!
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