10th February 2018 – Perry
“This change genuinely feels like a weight has lifted off our shoulders and we are able to get creative again without worrying about breaking the campaign’s balance.”
Progress has been a little slow this week since I’ve been under the weather but we have some news regarding the next campaign. It’s going to be the real deal this time (I hope)!
A little backstory first… The original idea for the campaign was to have a large world with 50 maps, all of which were semi-optional and the Goblins and other Dwarf clans would slowly expand their bases and you’d have to protect yours while at the same time exploring new maps. However, as the game has developed we’ve come to realise achieving this while also making sure each individual map is engaging and unique and not leaving the player feeling lost all of the time, is just too big a scope for such a small team. In essence, there were too many variables out of our control to really get a good idea of what should take place in each map and I think the current campaign (Alpha 2) reflects this in a way.
We have changed the design of the campaign into a more linear progression. This enables us to predict better how the player might progress, control the variables of the story and will be a much more manageable project for us as a whole. What does this mean for you guys? Hopefully, a much more engaging and polished campaign with witty relevant dialogue, more prominent clan activity, more vibrant and interesting maps and a better story. The gameplay you all have experienced so far shouldn’t change too much, we will only be expanding on it with a clearer idea now of what features can come next. This change genuinely feels like a weight has lifted off our shoulders and we are able to get creative again without worrying about breaking the campaign’s balance.
We’ll be fleshing out our new plan of action over the coming weeks, so I’ll probably be writing about the juicy details in my next blog!