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June 23, 2021, 09:03:59 AM

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TIGSource ForumsCommunityDevLogsChromosome Evil - RTS & Horror
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Author Topic: Chromosome Evil - RTS & Horror  (Read 40173 times)
Ramos
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« Reply #340 on: June 10, 2021, 01:38:07 PM »

Thank you all for the feedback.


So far we decided to split the game into 3 parts

part 1(all this will also be in the demo version)
- tutorial/learning curve
- 20% random generated content
- fixed path
- plot/story/lore introduction
- 8 unique scenarios
- 5 days of travel map

part 2 (this will be the core of the game)
- more flexibility, allow the player to explore
- 60% random generated content
- multiple paths
- 15 unique scenarios
- 30 travel map days

part 3
- multiple game endings
- 40% random generated content
- 6 unique scenarios
- 15 travel map days

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Alain
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« Reply #341 on: June 10, 2021, 11:04:39 PM »

Thanks for the update! It makes a lot of sense to split the game itself up. Will part 2 be early access or will part 1 be the demo and go directly into part 2 and 3 for the release to master?
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Ramos
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« Reply #342 on: June 12, 2021, 12:29:57 AM »

Thanks for the update! It makes a lot of sense to split the game itself up. Will part 2 be early access or will part 1 be the demo and go directly into part 2 and 3 for the release to master?

Hey Alain,

part 2 and 3 are for the final game version, I am seriously thinking to skip early access.

Here is the detailed schematic :


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logophil
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« Reply #343 on: June 12, 2021, 08:00:43 AM »

Cool to see this laid out like this, really make me want to play the game! My game will have a somewhat similar structure in terms of being a mix of procedural and scripted missions, with multiple endings, so it's really interesting to see an example of how I might plan it out in detail. Do you have a rough timeline associated with these stages, or do you prefer to keep it flexible?
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Alain
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« Reply #344 on: June 13, 2021, 10:29:49 PM »

The schematic really helps to understand your game and plans for it. Can you tell us more about the evolution boss(es)?
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Ramos
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« Reply #345 on: June 15, 2021, 11:02:50 AM »

Cool to see this laid out like this, really make me want to play the game! My game will have a somewhat similar structure in terms of being a mix of procedural and scripted missions, with multiple endings, so it's really interesting to see an example of how I might plan it out in detail. Do you have a rough timeline associated with these stages, or do you prefer to keep it flexible?

Nice to hear that, I am sure you will do a great job
Regarding your question, are you referring to the development time for these tasks? If so, we only planned and hope to finish part 1 by 1 st August

The schematic really helps to understand your game and plans for it. Can you tell us more about the evolution boss(es)?

Sure, mainly the Evo bosses are stages that can be won by the player multiple ways with the main penalty for an easy win (if the player does not kill the Brain creature) to increase the evolution meeter.
The game got 3 difficulties:
Aggro: based on player choices on event ​/ it affects the span time of monsters and the categories of monsters that get spaned
Morale: based on player choices on event ​/ it affects the penalty-bonus outcome amount from random encounters
Evolution: based on this evolution boss mission mentioned above / it affects the monsters health
Mainly the game difficulty adjusts according to how the player plays the game

Hope this info helps
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Alain
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« Reply #346 on: June 15, 2021, 11:29:26 PM »

Sure, mainly the Evo bosses are stages that can be won by the player multiple ways with the main penalty for an easy win (if the player does not kill the Brain creature) to increase the evolution meeter.

I see, that clears things up. I also like the aggro/morale/evolution mechanic you outlined! The difficulty adjustment sounds complex, but I guess balancing is always a bit scary Wink
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Ramos
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« Reply #347 on: Today at 05:15:06 AM »


I see, that clears things up. I also like the aggro/morale/evolution mechanic you outlined! The difficulty adjustment sounds complex, but I guess balancing is always a bit scary Wink

Flexible Difficulty is one of the game's core pillars but yes, it will require a lot of testing in order to adjust it perfectly.

meantime...

​Minor update.
Convoy:

To add a bit more plot logic and mix it better with the tutorial I decided to unlock:
- Trojan APC by default (skilldex and inventory)
- Car upgrade screen unlocks after the player finds, repairs, and adds to his convoy the mobile repair truck.
- Research & Development screen unlocks after the player finds, repairs, and adds to his convoy the mobile Lab vehicle.




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