Over the course of the weekend, we've gotten an enormous amount of feedback about the alpha demo, and we think we know where our first improvements are going to be at! Here are a few items from the list!
For the sake of the demo, we put in very basic AI. This is an alpha demo after all and not meant to convey the final game. We have so much more that we want to put into the final game. Over the weekend we have been working on a new model for our AI that will help us to define how aggressive each type of enemy will be. In the beginning this will take the form of basic seek and flee behavior where enemies will try to hunt you down if you get too close or flee when they are severely damaged. The long term goal of this is to have a reaction radius within the dungeon. We term the reaction radius as the area in which one enemy realizes you are near and alerts his or her friends to the situation.
This effect can be seen in larger production games such as Grand Theft Auto where upon interacting with a person on a sidewalk, other people around them notice and react accordingly. Obviously, we are not going for something as in depth as what Grand Theft Auto would have, but we want our enemies to feel smart none the less.
Simplifying Item Purchases & Progression
We originally set out to create a flexible system where by different materials would drop off of an enemy and then you could use that material buy related items. The materials based character improvement will definitely live on, but not for purchasing items. The system will likely live on in the form of adding enchantments and stat improvements to items. There will be a mechanism that will allow the player to increase individual stats such as health or stamina using the materials system, but it needs to be simpler than it is now.
Overall, Tales of Descent Is A Blast
Building this game is a lot of fun so far. The game is barely in its infancy right now. We have the foundation and now we have to keep working to make it as fun as possible. We have so many things that we want to do to improve the foundation that we have, and we plan on continuing to deliver updates about this. As for a sneak peak of the next update, I'll just say this -- We've found a great service geared towards independent game developers that will enable us to make sure that you never lose your progress or data!
We are absolutely astounded at the community of people who have been following our progress. While the internet can sometimes be an incredibly negative place, we've been lucky to only find a minimal amount of that since the campaign started. For every one person that has really said anything negative about the demo, we've had twenty or more people say that they love the art style and basic foundation in the demo. It feels good to have such an outpouring of people giving compliments and encouragement.
We want this game to be something that we would love to play, but it is also something that we want to build for fans of this genre. We have been working tirelessly to figure out the right way to do things and we haven't been afraid to cut out elements that we perceive as being not fun. Thanks for all the feedback and encouragement, without you we would be nothing.
That's all for now, thanks for reading!