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January 18th, 2015

January 18th, 2015 published on

We’re getting pretty close to restoring functionality back to what it was, while also using the new style of map movement. But that’s actually just the beginning. I have to adjust everything to compensate for the new system. Most of the old system relied on players being on an exact tile to engage with stuff, but now that movement is random “pass-by” will become more prominent for quests and the like. Attacking other players or joining their battles will instead become range based instead of requiring the same tile (which will be pretty interesting when PVP becomes a more legitimate option to catch up to players who are ahead). Lots of adjustments like that.

Putting the new system together has been very promising so far. It’s still too early to be certain, but I can picture everything in my head now and that’s tremendously relieving compared to when there were several blind spots in the design. At this point the game just seems more like a ton of work that needs to be done, rather than groping around in the dark hoping to get lucky. I’m just anxious to see the theory applied at this point, and the closer I get the better it seems.