My name is Tom Bird, and I am the Lead Developer on post-launch Age of Wonders: Planetfall. Planetfall was an amazing game to work on — it gave us the opportunity to explore lots of cool sci-fi ideas and make our own changes to them, and build a brand-new world for parties to explore. However, as great as we felt video games was, there is always room for improvement, and several months ago we began the process of construct a major inform, incorporating the feedback that we had gotten from musicians.
One of the primary requests was more content for the midriff period of the game. Early on there were lots of interesting organizations for the musician to explore, but once the actor began deploying more powerful hordes, these areas stopped being a challenge. There were large-scale landmarks which needed powerful armies to curb, but these are very rare, and players were missing something to sit in the middle ground between these and the early play structures.
In order to figure out the first step I sat down with Thomas Schuiten, the designer who leadings creation of structures and tactical action maps( he likewise wrote a good deal of the anomalous area fibs from the Arouses DLC ). We decided that one particular class of world planned organize was undervalued in the current build: Visit Sites.
DNA Vault call locate from the Pre-Tyrannosaurus version of the game
The DNA vault above subsidies a temporary bonus to legions inspecting it( hence the identify Visit Site ), hitherto due to the mechanics of how armies move around, it’s often dismissed since it’s not worth the time of an army to detour that design. He proposed that we could use these structures as a starting point to develop a new class of organizes that could support the right elevation of challenge that participates were missing. The following week he delivered a document proposing a pattern 😛 TAGEND
This screenshot is part of the original scheme doc; the old websites are on the left and the redesigns are on the right
The design massively boosted the economic value of some locates, and likewise made them a stat increase that could be applied to sections that were built in the Colony that contained the place. The “visit” outcome would be removed, so that the site’s description would not be cluttered. The basic intuition was that the sites would be highly desirable organizes that we have been able to strew through the world, with powerful guards that would require advanced hordes to clear, plugging disparities between video games flow.
It was decided to keep two of site visits places around, the Charge Station since more move times was always a beneficial thing for participates, and the Repair Station since healing units was also useful. The most popular visit site( the Heavy Weapons Factory) handed a potent injury bonus to call legions, so we decided to merge that into the Repair Station as well, upping its potential value.
Since the design had overstepped the first overcome it was time to bring Sara Obert on board. Sara is the artist in charge of originating the environment art for Planetfall’s DLC, and she and Thomas had already worked together to realize the duel plans for the Awakening’s DLC. Sara’s job would be to dress the duel delineates for each website, so that musicians who entered them would be really sold on the story of each site.
The first stage is to use existing in-game assets to make a block-out of each map. This can then be used to test the layout to make sure it works for gameplay purposes.
The DNA vault block-out. The Vault Walls were reused from previous interior maps, where they represented computer banks shall be included in blinking lights
The block-out was used to test 😛 TAGEND
Is there enough space to move around — if chinks are too narrow then melee legions will have difficulty contacting their targets Does the AI behave appropriately , not blocking itself and exploiting edges intended in the layout Are there good seeing boundaries and cover locations for ranged fighting, particularly at the’ meeting point’( the region where the fight would occur in an Automatic Resolution) Can we make a layout that sells the story of the map
Once the block-out was completed, Sara and Thomas worked together to try and spawn the map more” visually logical .” For sample, staircases were moved so they were in positions that stairs would be needed in a real structure, rather than simply where it was good for combat.
Finally, Sara could get to work” garmenting the planned .” This process is similar to building a house in The Sims. Sara has a huge library of assets that she and others have started which she can use to impel the planned beautiful and tell the story of an ancient arch, fitted with the genetic confidentials of the aged Star Union.
The final step is deciding on the composition of the defenders — since this is a site about genetic experiment, the Xenoplague army named was chosen as being the best fit!
And a belief of the brand-new DNA vault on the nations of the world map
Of course, this is just one Exploration site. This process was echoed for another six areas, raising a total of seven new journey structures to the update! This includes an Imperial War Monument which concessions units a permanent morale bonus, and a Terraforming Station that grants resistance to status effects.
As well as these brand-new formations, the Tyrannosaurus update contains a great number of other progress. The economy has been streamlined, shortening micromanagement so musicians can focus on the big choices that really matter. The boundaries have been cleared up, with a major passed away the outline plans to help actors schedule out their financial emergence. We’ve too supplemented new recreation states, such as the much sought No Colonizer Mode, and a new Relaxed mode for musicians who are interested a more chilled out know-how.
Along with a huge host of symmetry modifications, fault fixings and tiny quality-of-life nips, the Tyrannosaurus Update is the biggest update to the game we’ve made by far. We hope you experience dallying it as much as we experienced making it!
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