Posted June 09, 2020 by Paweł Ślusarczyk
##update ##future ##design
I've been working on Res furtiva for last week and I'm happy to feel that the new version is much more pleasant to play. These are the highlights:
Also many bugs have been fixed and there were loads of minor balance and UX improvements, including rewriting the intro in shorter but more interesting manner.
Much better message log. I had a sense of loss when removing “Step sound becomes aggressive!” bug.
I was kind of aware of that in the beginning of the jam and it was a concious decision to push for anything I could imagine when I was thinking about the idea (I knew I have a strong framework and was prepared for working day and night). It was an interesting experience, but it's also tiring to just debug, clean and polish a project for whole second half of its life. Next year I'd rather check the reverse approach and go for something much simpler, yet complete to the last button.
And now precious design lessons:
I realised that some of the things related to mechanics cannot be polished or fixed in reasonable time. Morever, I should probably have resisted from spending time on them at all. For example — did you know that if you distract your opponent by shooting at something in his vicinity, he'll first stare at it, then come closer and look around? When I was implementing this, I imagined players using this realistic feature to attract the guards away, while watching them do this inspection ritual and being amazed by complexity of AI. There were two major problems with this.
Did it really help me?
One thing is sure now. Adding new features on top of current Res furtiva would be expensive. Mixing their own complexity with complexity of current state of the game (plus code refactoring) would result in hundreds, not dozens of hours, which I'll probably prefer to spend on other projects. But here's the list of the features if you're interested.
Remembering about planning most of these things for 7DRL version of the game makes me bitterly smile. But to my defense, it wasn't like “mini-game on first day, three types of levels on second day”. I know that during such jam you have to smuggle small scoops somewhere between core features, bugfixing and balancing, but I let myself (maybe a bit too much) spend more time in sphere of dreaming.