Happy Cryamonday, Cryatists! Let's talk about a lil' gameplay iteration tonight. It's a bit text'y:
We're still gunning it! But last week, we decided to take a breather from game building to refine a bit of the game mechanics. Things were set in stone for about a year now, and wanted to go back and take some fresh eyes on the game design. We don't want to be too long-winded on this update, so we'll just summarize a few key factors:
- QUESTS AND PROGRESSION We initially had a lot of excess features in the game that contributed to, essentially, filler content in the end. We didn't want to pad the game with mundane quests and side-quests, so we cleaned it up and came up with more diverse and creative scenarios. We aim for the game to be moderately lengthy, but not at the cost of boring content!
- ABILITIES As stated last week, we finished up wrapping up the ability changes. We ended up dropping our 81 abilities to 72, as the last set of abilities were redundant copies of another set that we could've primarily combined into one. This may seem like a drawback, but it's a plus as the ability selection is now even more solid than before, and there will definitely be a consistent use for each and every one of them for the duration of the game. We closed the threshold of allowing an ability to collect dust as much as possible. We now also have a general pattern for learning abilities with our ability tech creation system (something we're going to talk about further in detail in the coming weeks), and that also reduced the count of Cryamore Catalysts that you need to acquire in order to learn abilities from 180 to approximately 120 of them. Again, sounds like a drawback in text, but less is definitely more here.
- STORY We are about to delve into writing core dialogue and events! We are taking time out each week to build the game's story and dialogue. Our aim is to craft the narrative into a somewhat procedural one, where beyond the main plot progression, you learn more about the game's deeper narrative through the events and non-playable characters. We want you to know the primary story once you play through it, but we also want to reward those who have attention to detail interesting tidbits regarding character backgrounds, the lore, and other fun segments.
We want to expound on these bits some more in the coming weeks to come, so be on the lookout on that.
RELEASE DATE So we are closing in on a new estimated release date, and once that is confirmed, we will announce it!
UPCOMING CONTESTS We are coming up with a cool couple of contests that we think will be pretty fun! More on that later, too!
NEW GAMEPLAY We're dishing out some of these new locales and dungeons in the build, so we will be showcasing more gameplay bits of them as we go along.
That's about it for today! Until next week!