So after some careful consideration, we came up with this new version of the starmap: Not to mention running out of fuel due to an unforeseen dead-end, which is probably the #1 most reported negative feedback. And as we’ve continued to introduce more kinds of starmap nodes, the need for plannability and strategizing was on top of the list of player feedback. Because of this, we moved the player indicator off-center and zoomed out the view a bit, but the rest of the experience remained the same.Īfter the teleport mechanic made it into the game, we introduced the minimap, but it always felt like a patchwork of a feature rather than something that felt intuitive and fun to use. The idea was that each realm was this big unknown ‘terra incognita’ that had to be explored, and should’ve conveyed the feeling of ‘you never know what lies ahead’.īut the need quickly arose to show more of the surrounding nodes to allow for some more player agency on which nodes to visit and how to progress towards the boss. Our original vision for the starmap was based on exploration, with the player ship at the center of the screen and the camera following it around. Ultimately, it appeared to be more of a hindrance than a source of fun for most players. The starmap has changed significantly since we began working on Fabular: Once Upon A Spacetime and this update brings with it another slight modification to the way it works.Īlthough we really enjoyed the exploration element of the starmap, we are now at a stage where the remaining exploration factor was minimal.
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