Posted February 05, 2023 by TommyofAstora
I wanted the game to function entirely as a sandbox with all the weapons & spells balanced to my liking. After the first PvP network tests I was able to gather enough data and sit on it a while, coming up with ways to make the game better. So since I feel I'm nearing the conclusion of "phase 1" I want to detail some of the improvements made along the way, as well as other interesting news!
Here I'll just quickly list some improvements that don't need further explaining
So with these new changes being so drastic in terms of how weapons connect with other players, I need to make sure things are in a good state before declaring phase 1 complete. My intuition tells me it will probably play similarly, but more responsive... but I could be overlooking the simplest thing that completely breaks this idea. Also some weapons have changed significantly & I need to have a competitive session to see what the new balance looks like.
So... once I get everything squared away for the final network test & the balance looks good, I can then use my lovely PvP sandbox as a base to design more levels, enemies, bosses & apply planned mechanics. Each "level" or area can host 10 players and the levels will snap together, having a seemless winding route connecting all areas of the world. I've got a lot of weird stuff planned!
Obviously, this game has mysteries. Players will never find certain secret areas, some bosses may go undiscovered, some NPCs may only show up on October 4th at 630pm EST. There will never be a strategy guide either, so you're entirely on your own. I'm hoping this instills a sense of wonder and drive to explore rarely found in modern games. That you might be the first, maybe the only to ever solve some of it's mysteries. If that's your destiny I'll encourage you now to keep those secrets :3
-tom <3