(Showcase of the current state of the game)
Week 14
Hi and welcome to the 14th development blog for Unleash!
Since the last game update, we have been working on countless different aspects on the game. Most of the changes, improvements or fixes are relatively minor, but a few larger topics have also been touched upon, including: loadouts, new scoring algorithms, new animated 3D models, integration of Steam Cloud and numerous balancing tweaks.
Loadouts
As mentioned in the previous Week 12 development blog post, we are working on a feature that we are currently calling ‘loadouts’ (a working title). The purpose is to limit the amount of monsters that are accessible in-game, without hurting the tactical considerations prevalent in the game currently. Many players have given us the feedback that Unleash can be overwhelming for a newcomer, especially due to the large number of monsters and towers available. This way, the amount of accessible monsters in-game decreases, so it should make it easier to get started. Thus, players will have to choose their loadout before entering a match. Included in the game now (from the next update) is the ‘loadout editor’, where players may customize or build their own loadouts - a bit like a deck building game! Later on, we plan to add much more to the ‘loadout’ selection. Stay tuned for more on that.
(The loadout editor used to create and customize loadouts and the selection of loadout happens in the lobby)
Scoring Algorithms
We have reworked the scoring algorithms for scoreboard / ranking purposes. Especially the overly simplistic scoring model for Line Tower Wars, simply subtracting losses from wins, was nowhere near satisfactory. The new model relies on a number of factors, the most important being how long you last in the game. The more (human) players you defeat, the better your score as well. This makes it possible for us to start building a ‘rating’ for each player, which may later be used for matchmaking. The Classic TD game mode has also seen its scoring model changed, although to a lesser extent. You are penalized less for building excess buildings, and scenarios have a modifiable ‘score factor’ used to multiply the final score of each TD scenario.
New Grumperjumper and Blubbertwister Models
Both the Grumperjumpers and the Blubbertwisters have received or are in the process of receiving a complete makeover. New animated 3D models based on new concept art drawings. The Grumperjumpers are basically a type of horrifically mutated mega-flies that easily leap over walls and towers. The Blubbertwisters could possibly see a name-change, since while the old model was a blubbery twisted worm (hence the name), the new model is inspired by a morbidly disturbed, skin-infected very large mole.
(Grumperjumpers and Blubbertwisters have new animated 3D models, based on new concept art)
Steam Cloud
Starting from the next update, we are now storing personalized settings and data using Steam Cloud, which means that it is linked to your Steam account and not your local PC. All game settings, both graphical, gameplay, UI and audio, etc., are stored in the cloud. All loadouts - customized or created from scratch - are also stored in the cloud. Additionally, any custom keybindings are stored in the cloud, making it a breeze to move between different machines.
Balancing Tweaks
We have carried out several balancing tweaks, some quite minor and some more substantial. The tweaks are based on long-time discussions and numerous internal playtests. Most tweaks are just health increases or decreases to attempt a better balance.
The single largest change is that upgrading a monster from Tier 1 to Tier 2 now costs more, from 500 to now 750. This is done to reduce the amount of early rushing of already upgraded monsters, as this proved to be an extremely hard-to-counter strategy. Certain monsters were especially potent when upgraded early on, such as the Bumblebeast, since it gains the ability to destroy wooden walls on Tier 2.
The Rifteye monster has been considerably buffed, since it was found to be grossly underused and just too weak. It now has much more health and starts with 50 % shield, making it much harder to kill. This should increase its usefulness, obviously, since surviving for longer means reaching further into the enemy base, which means unleashing monsters deeper behind enemy lines.
(The Rifteye monster has been considerably boosted, so it should now be worthwhile to employ - if used correctly)
Closing Remarks
This week has seen a substantial amount of bug fixes, balancing tweaks and small improvements to all aspects of the game. The larger topics were: loadouts, new scoring algorithms, fresh concept art for Grumperjumpers and Blubbertwisters - leading to new animated 3D models, and the Steam Cloud integration for persistence of settings and personalized data.
We play Unleash every week, and you can join us for our play sessions. Next one is Tuesday the 9th of January at 17:00 / 5 PM (CET). Join us online for a multiplayer Unleash match!
If you want to see how we play, but cannot join the play session, you can watch gameplay videos without commentary through our Twitch profile. We live stream almost every session.
And remember… Monsters never come alone.