What's in the Vault | Game Dev Update!
Hello Perfect Criminals!
Short update this week to show you guys some more of the illustrations and to update you on development progress.
This week I wanted to show you some of the items our Connoisseur backers have added to the Vaults!
Nick is continuing to illustrate at a blinding speed and is now almost exclusively working on Mugshot illustrations so more of those to come soooon!
Since Essen, I've been working through the feedback we received to further improve Perfect Crime and I'm very happy to say this is progressing very well!
The two areas I've been focusing on have been: sorting out a couple of thematic breaks that were highlighted in Essen and reducing the language dependence as this makes gameplay quicker (less to take in).
For the thematic side of things, I'm happy to be say that, as well as barrelling towards the Vault, bypassing security and dodging guards; the robber crew now need to more fully consider the ramifications of their actions as things like unconscious bodies, broken doors and evidence in general are now much more of an issue (as they should be). Now the robbers will leave a trail of evidence behind them as they progress through the bank - do they take the time to clean up after themselves or press for the Vault? When Crew members force doors, those doors remain forced (i.e. can't be cleaned up), so can be spotted by the Bank.
For the bank, do they move guards to confront the robbers or collect the evidence? The evidence mechanic remains the same (more evidence = more numerous | more powerful Police), but this change makes for more interesting decisions (without brain burning) & I can see from the playtesting that this is working well =)
Reducing Language Dependence
The two main areas which were too word heavy were the Tableaus and the Robber cards. While I'm testing through changes to the cards, the main gist has been to replace / re-word (& in some cases rethink the card slightly) the card text to allow for a position where we can substituting text with existing iconography. This way, players get an instant idea of what the card does from a simple glance.
Of course, a lot of the skill with this is lies in the iconography that Ian has created so credit where due ;)
It's with the Tableaus that the greatest improvement has been made. I've thrown out the Bank's 'spending cash' entirely (so there's no longer any monetary upgrade cost) and moved the Bank's system upgrades to an action point system. Removing design-speak, this basically means that the Bank has a set number of Upgrade Actions each day which can be spent on improving the Vault Door, Internal Doors & CCTV systems, #Staff employed in the Bank etc. Of course, the number of Actions can also be upgraded, but it leaves the Bank with a much clearer choice as focusing heavily on gaining more actions means the security systems remain weak. Also, the Bank now gets free security installs each day (the number of which can also be upgraded).
There have also been a couple of complexity reductions (the Door Strength & Lock Strength have been harmonised, as have the Market Values of the aforementioned Valuables) and play speed improvements all of which have been testing very, very well - suffice to say I'm grinning like a mad fool while I'm typing this =D