0.2 Is here. New direction for the game.
Hello and welcome to this post about recent changes and future developments on the project. As before, we'll be talking about different aspects of the project.
Part 0 : Game direction
Since the start of the year we've spent a lot of time reworking the systems, changing the way the main game elements work and testing game loops that weren't working for us.
First and foremost, we're pleased to say that we've identified and fixed the major bug in our latest versions that was preventing the player from exiting the game cleanly. The fix is already in place and this bug will not reoccur.
After a lot of discussion, we've decided to change the direction of the game to suit a production that's more on the scale of our team and that we feel is more achievable and interesting than the previous direction.
Part 1 : Design changes
From now on, the game will no longer be based on a large map that evolves according to what the player does, but will be replaced by smaller, shorter rooms, which we feel are more interesting.
This change involves more than simply resizing the game space. It means a re-evaluation of the distribution of rewards, the balancing of the game and the objectives given to the player.
We're tending towards a more Rogue-lite design and less Vampire Survivor, even if the latter remains a benchmark that we'll be holding on to.
If you test the game, we invite you to express what you think about it.
Part 2: Technical changes:
This change of scale induces a lot of simplification of our game systems. This implies that the game is much easier to optimize, develop and grow content. This excites us a lot and we have already started to perform playtests to quickly check that these changes are beneficial.
Spoiler: The playtests went very well and everything tells us that we are taking a good direction.
We can also already announce that the team will be able to work almost full time on the project for a few months, which will greatly impact the amount of update we will make soon
Part 3, Artistic changes
We are currently working to streamline and establish a more controlled and controlled artistic direction than before. As said above, the recent change of direction is much easier to optimize and manipulate, which opens new doors on the artistic level.
You can already see these changes on VFX, 3D models and the overall mood of the game. The next steps on this topic will bring new maps, new scenery and graphic effects to accompany new spells and attacks.
These new maps will have in their healthy full of details and secrets that we will let you discover as you go!
Finally we talked about it previously, but we are happy to share the first images of our first interactive NPC, the Wandering merchant!
We will try to continue to communicate around the game so do not hesitate to follow us on networks (instagram/ youtube) if it is not already the case!
Thank you for the interest you bring to the project and thank you to all those who talk about it and share it, it reassures us on the continuation and we must continue in this direction to ensure that we can continue our work for the future.
Files
Get Seekers of Sand
Seekers of Sand
3D Action Rogue lite / Vampire Survivor like
Status | Prototype |
Publisher | |
Author | Guerhouba Games |
Genre | Action, Adventure, Survival |
Tags | 3D, combat, Singleplayer, sliding, Top down shooter, Unity, Vampire |
Languages | English |
More posts
- Update Demo 0.1.9.7Apr 09, 2024
- Coming Update (1.9.5)Feb 21, 2024
- New update !! (0.1.8.4)Dec 04, 2023
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