Or maybe I meant change…

We’ve decided to restructure some aspects of the match layout to promote motivation and objectives for the players. We found that with our current layout players tended to be lost and roam aimlessly, finding upgrades essentially by accident. There was no real goal or understanding of how to get better. We wanted to change that.

What we did was redesign the map entirely. The game now loosely follows this structure, with (obviously) room for strategy:

-Players begin the game in bases in opposite corners of the map. They both start off very weak and must ‘farm’ for nuts within the relatively safe inner ring, closest to the base. Players can then spend their money within their base in the blacksmith on upgrades to health, damage, speed and stamina.
-Eventually, players will grow strong enough to venture outside of the inner rings, where they will encounter more difficult enemies, as well as the shop in the centre of the map, a boss in one corner and a casino in the other. This is where players will start to skirmish, fighting each other, laying ambushes, and chasing. Players can return to their own base to restore health, and they can head to the enemy base to destroy their point of health restoration.


That’s the very simple explanation of the reformat. Of course, players can choose to play things entirely differently. They might decide to do a risky rush of the shop in the centre for early access to powerful equipment, or they might decide to upgrade only their health so that they can attempt to tank the boss in the early-game. We’re doing our best to encourage multiple playstyles that suit the other player and allow for every match to be different.

Another addition that we’re in the process of developing are Alleys. Alleys are narrow pathways that lead between some rooms across the map that allow players within them to be invisible to players outside. This lets players set up ambushes, as well as escape from pursuers. The catch is that to enter an alley, you need to use a key. This sets the alley up as a tactical trade off that can become very important in the late game for catching your opponent off-guard.


The map is much more visually distinct now, with each area a different tileset and cast of enemies. The screenshot above shows the beginnings of the most difficult, central slice of the map, affectionately known amongst our team as Hell.

Obviously, we have a long way to go before this game gets to where we want it, but I feel more comfortable with the journey now, knowing that we have a set goal instead of just adding features and hoping they improve the game. I’m going to do my best to keep frequently updating for the next little while as things fall into place, as well as perhaps detailing some of the systems that are being developed.

See you soon! 🙂

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