Hey guys!
The past few days I've been cleaning up from my character design flurry. This guy above is the mysterious "masked man" mentioned in the v0.06 design document :D. We've also been collectively updating Ubercharge (the new artist) on map design mechanics/restrictions, and he has already begun whipping up concepts for some of the maps we need. My real reason for posting however is that I just finished the following and wanted to share it with you in advance of the monthly update.
Summary of Future Plans
The following is a “summary” (it’s pretty huge) of our plans after v0.06. While I’ve mentioned many of these ideas to you guys at one time or another, I’ve never put them all in one place, and the public is pretty much in the dark about them entirely. Not mentioning these publicly has largely been due to us waiting to see the big picture before we pull the trigger 😃. Seeing it all in one place however makes said big picture easier to swallow. I wanted to fill you guys in since I plan on making a similar list public after we announce a release date for v0.06. I’ve tried to list these plans in the order that will make the most sense to implement (by that I mean the order that will require the least amount of redoing work for us), however it really depends on what bottlenecks we might run into along the way. Note that everything that follows is subject to change!
NEW ENGINE
ARTWORK OVERHAUL
Implementation of the new engine will mean a need to upgrade the graphics to 1080p. This is relatively simple since we have the vast majority of the artwork in HD anyways (it’s downscaled heavily for the game). However, this effort will give us the perfect opportunity to bring all of the early artwork into line with what we’re now artistically capable of, and it’s one I’d really like to make use of.
DIFFICULTY OVERHAUL
The purpose of this will be to add a difficulty system that will allow the user to tailor gameplay to their desired experience. Difficulty systems from the games System Shock, Pillars of Eternity, and The Witcher 3 are big inspirations. Presets will exist with descriptions that indicate the type of playstyle that the preset was designed for. These presets will range from those designed for users that simply want to enjoy the H content or story, to those that are designed for players who want a more, uh, masochistic experience. The user can then diverge from these presets by fine tuning more detailed options to create their own custom experience. Options will likely pertain to things including battle speed, general combat difficulty, and a host of options for the H system.
H SYSTEM OVERHAUL
CLASS SYSTEM
This system will add the potential for extended character development and at the same time will improve compatibility with and allow for story events to include combat that previously couldn’t due to how the characters’ outfits and weapons currently tie into the combat system. This basically means a wider variety of outfits (and other states of undress) during story events and more character customization options for combat. Also, criticism regarding how skills are tied to outfit types will be addressed here. We currently have a design for all of this that works much better than what is currently in place, however I still feel there’s room for improvement, so I’ll leave the details for later.
Let me know what you guys think!
Aronax243
2017-06-28 19:51:13 +0000 UTCMB
2017-06-27 01:00:28 +0000 UTCPatreon fan
2017-06-26 10:27:14 +0000 UTCCherryBlossomStorm
2017-06-26 02:34:05 +0000 UTCTadd Morgan
2017-06-26 00:55:56 +0000 UTC