Devlogs
Principles
Ailzylia design principles
Some principles to help you understand my direction with the game
- Immersive experience first. No direct references to anything "gamey" - no meta tutorials
- Entirely uninterrupted playtime start to finish. - Not even cutscenes relinquish player control
- Flat difficulty to encourage exploration - You're never the wrong level for a newly found area
- No RPG stats. Setup is based on the 3 weapons & 3 spells you've found and chosen (and how you play them)
- Most enemy encounters have an idea or "scenario" & never randomly placed
- No fast travel, but many shortcuts. Big world with checkpoints & lots of secret paths.
- Online PvP only happens in "Thoroughfare" levels that are in between each area
- Main dungeon areas will be mostly single player with exception of a PvP dungeon area
- Simply, the collect-a-thon element can't be ignored. Your goal is to collect weapons/spells/trinkets
- A goal of improving your characters toolkit through exploration/boss hunting/collectables/shops/secrets
- No extensive inventory - 3 weapons/3 spells at each checkpoint means you can't have the counter to everything