About the near future development plans for our game!
Author: Ruindog_Quasi,
published 5 months ago,
Hello everyone, we'd like talk about the near future development plans for our game!
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First of all, it's not a note with a version update, but rather a preview of some content updates that will be implemented in the next two weeks, we'd like to put out some visions of what's to come and then get some feedback from the community, due to the integrity of some of the game's engineering files we won't be able to update the content sequentially, we'll just have to send the update at once, but we will be reporting daily updates to the community in the DevLog.
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What's New
New Characters
Speed Demon
Speed is her weapon, speed is her life!
Stay tuned for our development log!
New Map
Simulation: Endless Corridor (Endless Game Mode)
Fight monsters endlessly on this map and see how long you can last!
New drop resources
New higher quality guns
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New feature development
Special effects visibility adjustments
You can adjust the visibility of friendly visual effects in the Options section (does not affect enemy projectile effects ).
Added descriptions of dropped items in the map description
You can view the list of firearms dropped on the map in the map description.
Reroll gun attributes
You can cost resources to Reroll the wordings of firearms.
Mystery Shop (temporary name)
You can use special resources to unlock certain additions to the game.
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Gameplay (this is what we want to talk about in particular)
Attachment Drone
A new drone that follows the character and attacks enemies behind the character. The drone can be upgraded with modules and has effects such as knocking back enemies/attacking multiple enemies (this feature is intended to solve the problem of enemies being difficult to detect when they are behind the character).
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Major changes to level content
Significantly increased the amount of loot dropped by elite monsters.
Base values of all monsters have been lowered, but the coefficients have been increased as the difficulty increases.
Easier at difficulty 1, harder at difficulty 5.
Red Quarry
Increase the number of monsters and the number of drops and treasure chests, and add some challenging interaction points, e.g. Super Elite monsters, which can be killed to get purple modules/cores/guns.
Reworked the drop categorization of treasure chests, treasure chests are no longer categorized by quality.
Reduced the refresh interval of airdrops and increased the quantity and quality of airdrop drops.
Broken Ruins
After every 8/16/24 battles, a boss battle will start, and you will get a stronger hint before the boss battle starts.
You can choose whether or not to buy upgrades after each battle (tokens that are not consumed can still be saved to earn interest)
Eliminate optional battle rooms and get free core upgrades after each battle
Defense towers/healing points/short time reinforcement statuses are now available after battles
Echo Outpost
Removed "Spider Attack" random event.
Airdrop refreshes are no longer base on time
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Gameplay Enhancements
All core effects of summon Unit have been reworked.
All summons are now [automatically attack enemies every X seconds], but gain bonuses from character attributes.
We found that the Summoner Cores were too weak and unpopular, so we decided to rework them and make their effects look very intuitive, Electro Faraday - fires a laser at surrounding units every 4 seconds for 3 seconds, and for every 20 points of range you have, an additional laser is fired, which means that when you are using a high range weapon such as a hand Cannon, the damage of this core explodes and is visually reflected in its appearance (shown in this day's dev log)
In fact, we're considering that all cores will no longer just get a bonus from character attributes, but will get a visual bonus, such as firing an extra energy ball for every 2 points of movement speed (you know, get 100 Atk points, do an extra 100 damage, that's fine, but..."just works", but if the effect is to launch 3 extra attacks, it's a whole different feeling), but it's still going to take some time and disscus.
Bullet Split no longer appears as a relic in the Relic Upgrade , but as a core in the Core Upgrade.
The Bullet Splitter have has 3 levels, adding 2/4/6 projectiles to the gun's fire
Skill Evolution no longer appears as a relic in the Relic Upgrade , but as a core in the Core Upgrade
All characters can evolve their skills 3 times, which will result in explosive visual and numerical boosts (stay tuned for our dev log demo)
Add a new attribute - skill range
You can get this attribute in the Module and Gun Random entries, which will increase the range of influence of your character's active skills
All characters will now have different initial attributes
e.g. Character initial HP +300
Straw-6 main skill has been reworked.
Instead of shifting and having a long character animation, it is now a slash attack that surrounds the character for a short period of time
Shotgun and Polymerization Rifle enhancements
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(I'm not very good at editing community content, so there's only a text version, check out our dev logs for more!)
Feel free to post your thoughts in the discussion, we will adjust our work plan based on community feedback!