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The video games you played as a kid, mashed together and remade into a tactical roguelike.
The video games you played as a kid, mashed together and remade into a tactical roguelike.
944 backers pledged $18,143 to help bring this project to life.

Development Update: Features Update and Public Release Date

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Hello everyone, and welcome to the March update! This is just a brief writeup to let you know about new features in the latest update and to announce the date of the public release of Enemy:

Quite a few new features were added to the game in today's update, largely based on suggestions from players. Much of the terrain has been reworked to improve gameplay. Mountainous regions are now easier for both player characters and enemies to traverse, allowing for more open combat and requiring less complicated paths to get where you want to go. These changes should also resolve issues where enemies on high cliffs could attack you without warning and with little room for defense or counter-attack from your squad.

On the gameplay side, I've reworked how fire spreads and how berserk characters behave. Fire used to spread very quickly along places where there was kindling, but would also burn out quickly and do little-to-no damage to structures. Now, it spreads more slowly, but with each turn it gradually destroys the structures that are burning. It also spreads one square each turn even to squares that don't have any flammable objects, so you can no longer just safely stand next to fire.

Previously, berserked characters would repeatedly attack random locations, which were usually empty. Now, they repeatedly attack the nearest person who isn't on their team. This can make it easier when your squadmates panic, but it also means that when enemies go berserk they will likely still attack you. You can see whether an opponent is fleeing or berserked by hovering the cursor over them, and they also have different dialogue when one of your attacks triggers them to go berserk.

You can now fast-travel past cleared zones on the map menu, similar to the system in the Jagged Alliance games. So, as you make your way through the world, you will see your zone of control gradually increase. The map menu also has a notification if you are about to head into a zone that is much higher level than you, so that exploring off the beaten path isn't so likely to get you killed.

There are a few usability improvements as well. One of the main ones is that, when you are choosing an action, the game will now display the path to your current target (or the throw arc, or the projectile trajectory) so that there won't be any ambiguity in what your character is about to do. Hovering the cursor over characters will now also bring up a tool-tip with information on them. Tool-tips also explain what the various buttons on the in-game menus do.

That's all for this update! Thanks for reading.

Tom

Paul Benbrook, Patrick Al Goss, and 4 more people like this update.

Comments

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    1. Missing avatar

      Kaeroku on

      Looks great Tom. You know I'm in for your next game :)

    2. Tom Johnson 2-time creator on

      Thanks Tharf! Generating cool stories like that out of the gameplay was one of my main design goals for Enemy. I'm glad you like the new features; a lot of the changes this month were based on backer suggestions, and I think they add a lot. I appreciate the feedback :)

    3. Missing avatar

      Tharf on

      The berserk behavior is a great feature, I experienced it with a boss that went berserk and hit my soldier : my soldier first started to flee, then went berserk too and finished the boss ^^

      Everything in Enemy is really well thought out, every feature you add make sense and add more fun to the game :-)

    4. Tom Johnson 2-time creator on

      Thank you Stern! You and all the other backers have been really good to me, being supportive throughout development and giving lots of helpful suggestions afterwards. I appreciate it.

    5. Tom Johnson 2-time creator on

      Thank you Tristan, that is such a fantastic compliment! I'm glad you have gotten so much out of the game, and I'll keep working to make it better. :)

    6. Tom Johnson 2-time creator on

      Thanks Steven! If you have a corrupt savegame, you can send it to tom@enemygame.net and I may be able to fix it for you. Any kind of savegame bug is always a top priority for me.

    7. Missing avatar

      Stern1710 on

      Extremely cool how much you care about your backers, Tom
      And yes, I wish I had spent more that 10 bucks too, lije Tristan

    8. Tristan van Essen on

      One of the best projects, I have ever backed on KS. Your game is extremely awsome Tom. Keep these great updates coming, to make this even a better game, than it already is.
      I now wish I had given more than a 10$ pledge, since you definitely deserve more.

    9. Missing avatar

      Steven Wall on

      All those updates sound awesome! Now I just need to restart as my last game bugged out.