Post by rob on Jan 7, 2013 9:59:48 GMT -5
Hey everyone,
We are slowly recovering from the holidays here at Jetbolt. I hope everyone had a happy, safe and fun holiday season.
I'm thinking there probably won't be a build this week. My plan is to evaluate some options and get back into the swing of things this week and put out a build next week. I'm thinking that we'll stop doing a new class each week; instead we'll work on other aspects of the game: the world, the enemies, loot, upgrades, abilities, etc.
There are two areas in particular that I think we need to give some attention to. The first is what you do in combat. Right now, you position and orient your tank, letting the guns and shields do their thing. But I'd like to experiment with some triggerable abilities. These would either be unaimed (eg, affects N closest enemies) or aimed by your tank's facing (eg, shotgun blast out the front). These abilities will be on cooldown or use a mana/energy pool or both. We'll start simple, giving all classes the same abilities, but if the idea is a success, we can vary them by tank class.
The second area that I think needs improvement is the world. At the moment it's a perfectly uniform sea of enemy fortresses of random difficulty, with towns here and there. The problem with this is that there is no particular reason to explore in any given direction; everything's essentially the same, no matter which way you go. Our plans in this area are much more vague, but we may try something simple at first, such as having crystal splinter drops favor different types in different areas.
As always, I really appreciate your help on Grid 12. You guys are great.
Rob
We are slowly recovering from the holidays here at Jetbolt. I hope everyone had a happy, safe and fun holiday season.
I'm thinking there probably won't be a build this week. My plan is to evaluate some options and get back into the swing of things this week and put out a build next week. I'm thinking that we'll stop doing a new class each week; instead we'll work on other aspects of the game: the world, the enemies, loot, upgrades, abilities, etc.
There are two areas in particular that I think we need to give some attention to. The first is what you do in combat. Right now, you position and orient your tank, letting the guns and shields do their thing. But I'd like to experiment with some triggerable abilities. These would either be unaimed (eg, affects N closest enemies) or aimed by your tank's facing (eg, shotgun blast out the front). These abilities will be on cooldown or use a mana/energy pool or both. We'll start simple, giving all classes the same abilities, but if the idea is a success, we can vary them by tank class.
The second area that I think needs improvement is the world. At the moment it's a perfectly uniform sea of enemy fortresses of random difficulty, with towns here and there. The problem with this is that there is no particular reason to explore in any given direction; everything's essentially the same, no matter which way you go. Our plans in this area are much more vague, but we may try something simple at first, such as having crystal splinter drops favor different types in different areas.
As always, I really appreciate your help on Grid 12. You guys are great.
Rob