XaiJu
Shattered Pixel
Shattered Pixel

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Plans for v3.2 | Patreon Weekly #312

Hey Patrons, in this weekly I’m going to go over my overall plan for v3.2, based on the results from the most recent Patreon Poll.

There’s also a new Shattered Secrets this week! In this Shattered Secrets, I’m going to go over some of the early planning I’ve done for how the city quest area will be laid out.

Lastly, there’ll be an audio Q&A next week! You can ask questions here or in the Patreon discord.

Thrown Weapons in v3.2!

So, firstly, as a quick recap, here are the results from the latest patreon poll:

57%: Thrown Weapon Sets
53%: City Quest
51%: Armor Expansion
27%: 3rd Caves Quest Variant

I’m very happy to see good support for three of these options, and while I would like to get to it eventually I also agree with not emphasizing another caves variant for now.

I also mentioned in the poll roughly how long each option would take, and that’s a bit important this time due to an external deadline. In August a new requirement by Google will kick in that will effectively force me to end support for Android 4.0-4.4, which is about 1% of Shattered’s Android playerbase. I’d like to give those players one more update, but doing an entire new city quest in ~3 months is definitely not feasible.

A smaller thrown weapon update (with maybe some internal work on the new quest) is a lot more feasible. So that’ll be the main focus of v3.2, with some usual side content, likely focusing on things like balance tweaks to the Warrior and Cleric, QoL changes, and maybe another small addition or two.

I don’t yet have design totally pinned down, but as before the idea for thrown weapons is to make them a bit more like equipment by having them spawn in ‘sets’. Sets would have a pre-set quantity, be upgraded as a unit, and work with all the existing weapon properties like enchantments, curses, etc. This should hopefully make them much more worthwhile to upgrade, as you’ve be upgrading a set of thrown weapons (usually 3) at a time instead of one individually.

Probably this would come with a durability boost tradeoff though, currently my very loose plan is for each upgrade to provide 1.5x durability, down from 3x. Upgrading would repair the whole set though, meaning that there’d be a lot less pressure to upgrade before things break.

Comments

One thing I like about the sets idea is that it dodges the inventory clog issue currently plaguing upgrading throwables, especially early. At least this way, my shurikens won't take 2-3 inventory slots by themselves.

Zrp200


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