For the past half year we’ve been working in a single test map (as seen in our beta gameplay trailer and demos at GDC, PAX, etc) to hone the core game play dynamics, but over the past couple of weeks we’re expanding our horizons.
Currently we are working on...
Maps!
3 MOBA Maps
- MOBA 01 (asymmetrical, the one we’ve used in public demos): networked version nearly in line with local (offline) demo version. This map will probably be used for our tutorial, and potentially as a duel map.
- NEW MOBA 02 and 03 (symmetrical): new art going in to better distinguish the two base areas, then iterating and polishing as part of ongoing beta process. (Theme of MOBA 2 as energite collection and/or refinery)
3 Dueling (PVP) Maps
- See above -- our first MOBA map may double up as a duelling zone.
- NEW Duel 01: medium sized refuelling area inside the sAIge complex, now in regular testing
- NEW Duel 02: interior skate bowl, small rotunda, blocked-in art, in occasional testing
- NEW Duel 03: large outdoor area, highway cloverleaf, edge of the wasteland, could be used for MOBA play as it is somewhat symmetrical. Blocked in, no multiplayer testing yet.
below: new "cloverleaf" dueling map under construction
below: new "crossroads" dueling map in regular testing
below: skate bowl dueling map idea
We have lots of big ideas for maps and game play modes, but we’re currently focused on core maps and gameplay. It's a bit of a catch-22 with maps and modes: have too many and it's hard to find people to play with since they are distributed very thin across maps and modes; have too few and people complain that there aren't enough modes or maps.
We would love to hear your thoughts on this very topic. What do you expect? What's are you most looking forward to? Online multiplayer or local multiplayer splitscreen? Both? Let us know!
below: "crossroads" dueling map - Dark Jaw vehicle makes a jump!
Design
In-game upgrading
Early stages: focusing on the aspects unique to our game and making sure the upgrade system compliments them rather than complicates.
Out of game progression
While we do have module unlocks, we want to avoid a tiered system. One thing we’ve tried to focus on is the skill aspect of the game rather than letting the game progression make you stronger. We would like a new player to be able to defeat one who has played for a while if they have the skill to do so or if they get lucky, rather than have someone of high level smash you because they have “leveled up” weapons or have the strongest modules unlocked. You should be able to compete with the default modules you get when you start the game new.
Configuring your vehicles
Right now we have a bunch of weapon modules and chassis you can configure in any way you choose. Next step is working out our load and slot size mechanics so there are limits and tradeoffs depending on which modules you choose
Also making a list of parameters we will be able to tweak with modifiers.
This all ties into a global system which allows for buffs, status effects and the like.
Since our last developer diary,
- missiles have been rebalanced (ongoing) (now that we have a new type, the multi-missile launcher)
- added customization options to hosted games, including friend fire toggle and per-game respawn times (constant vs. dynamic)
- local multiplayer audio solution is in testing -- previously only one vehicle’s audio listener was working
- configurator (car customization) menus graphics are being integrated we’re testing a new pathing system for our AI cars to try to make them smarter :)
- the game’s theme song is undergoing final mixing
- we’ve cast voice actors for our characters and are going into the recording studio on Friday, June 19
- our summer co-op student Eduarda Mariz is creating new character poses for the heroic Valentina Vega and villainous Dark Jaw we’re sending out Steam beta keys to close friends and family -- each week we will widen the beta testing pool