Heyo,
As some of you might have noticed after playing each mission type more than once in the demo, level layouts are currently still picked from a premade pool of hand-crafted levels and are only procedurally populated with enemies inside them.
Whilst this system was fine for the initial demo and the occasional 'special' level, I always intended for the majority of level layouts to be procedurally generated as well. Now, I'm happy to say that a first-draft version of a procedural level generation system is now functional!
I've also made some drastic changes to the way enemies are spawned across various mission types, in an attempt to address a common point of feedback regarding how current enemy spawning systems could occasionally create a situation where your party gets absolutely wrecked before you even get a chance to react.
After a bunch of internal testing and iterating, these systems have reached a point where I'm happy to share them with you. But before I merge these systems into the main demo, I'd first like to get some second opinions on their overall quality, just in case we somehow overlooked anything critical. I expect this playtest to be live for about a week, maybe a bit longer depending on how many issues are uncovered (fingers crossed).
So yeah, if you'd like to help us fine-tune these new systems, make sure to join the playtest, play a bunch of missions and fill out the survey when you're done (this survey is also accessible from the main menu)!
Happy Dobbeling!
- Jimbo
