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Steam News9 September 20241y ago

DevBlog #4

Greetings runners, Introduction: Welcome to the fourth DevBlog of A Maze-ing runner!

Full notes

Full A Maze-ing Runner update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings runners,

What changed

0 fixes3 additions6 changes0 removals
  • Store
  • Gameplay
  • UI and audio
changedIntroduction:Welcome to the fourth DevBlog of A Maze-ing runner ! It has been a while since #3, in this timeframe we made further improvements to our code base, decided to go for (and implement) a central hub with (branch and) floor selection, and implemented a shop, NPC system and inventory (with potions that provide stat boosts).
changedCode refactoring:As mentioned in devblog #2 , keeping code clean is an important part of remaining agile towards the future. In this iteration we further improved the way a maze is constructed, allowing us to place "templates" which the random algorithm will then build around. In addition, the way the tower structure (including Branches) are stored was further improved. If there is interest, we can delve into some code/technical design choices. So let us know if you would like that :)!
changedCurrent Tower structure:After deliberation, we want to achieve two goals with the HUB, it should be a familiar place where you can easily navigate to the service you want to use (shop, floor selection, etc.), and we want the HUB to reflect tower progression. For these reasons we decided on the first option.
addedCurrent Tower structure:A central HUB allows you to get familiar with the layout rather than a branch specific HUB. In addition, if a new Branch (update) leads to new services, these services could be added to the HUB in the form of new rooms. This should lead to a sense of progression and ownership.
changedCurrent Tower structure:While we leave the complete HUB for a future post, the image above presents a functional work in progress) version of the Floor selection UI. Each Branch has its own colour and around three Floors. Floors are unlocked along the way, and the last floor of a Branch contains a Boss Maze which will have its own challenges.
changedEmber and Ale:What is a HUB without some friendly NPCs and shops? Like a Maze without an Exit. So let us introduce your first two friends that will accompany you while you take a well deserved break from all that running!

Introduction:

Welcome to the fourth DevBlog of A Maze-ing runner! It has been a while since #3, in this timeframe we made further improvements to our code base, decided to go for (and implement) a central hub with (branch and) floor selection, and implemented a shop, NPC system and inventory (with potions that provide stat boosts).

Code refactoring:

As mentioned in devblog #2, keeping code clean is an important part of remaining agile towards the future. In this iteration we further improved the way a maze is constructed, allowing us to place "templates" which the random algorithm will then build around. In addition, the way the tower structure (including Branches) are stored was further improved. If there is interest, we can delve into some code/technical design choices. So let us know if you would like that :)!

Current Tower structure:

In the previous devblog we were considering two alternative approaches in representing the HUB/tower. There is either a central HUB which contains a tool to select a Branch/Floor from a tower layout, or a Branch specific HUB/Floor combination (See the previous blog for visual examples).

After deliberation, we want to achieve two goals with the HUB, it should be a familiar place where you can easily navigate to the service you want to use (shop, floor selection, etc.), and we want the HUB to reflect tower progression. For these reasons we decided on the first option.

A central HUB allows you to get familiar with the layout rather than a branch specific HUB. In addition, if a new Branch (update) leads to new services, these services could be added to the HUB in the form of new rooms. This should lead to a sense of progression and ownership.

While we leave the complete HUB for a future post, the image above presents a functional work in progress) version of the Floor selection UI. Each Branch has its own colour and around three Floors. Floors are unlocked along the way, and the last floor of a Branch contains a Boss Maze which will have its own challenges.

Ember and Ale:

What is a HUB without some friendly NPCs and shops? Like a Maze without an Exit. So let us introduce your first two friends that will accompany you while you take a well deserved break from all that running!

Meet Ember, your loyal dragon friend. Ember has lived in the Tower long before anyone was aware of its existence. How Ember got here, and how old Ember is, no one knows. However, what is apparent, is that Ember loves to hear of your adventures!

Next up, Ale (looks are subject to change). Hailing from the distant "Roaring Thunder Mountains", Ale is here to help Maze-runners (for the right price that is). Having just arrived himself, it will take some time before he fully sets up shop. Initially you will be able to purchase potions, but give it some time, and Ale will have all sorts of wares, and more.

Early Access:

Our aim was to go into early access in August, but we have come to the realization that our view of "early-access worthiness" is not yet realized. We strive to have the core game implemented before we go into early-access. Therefore, we will determine a new (best estimate) release window in the coming weeks and post an update accordingly. For more information, see our Early Access section (date estimates will update soon).

What do you think of the Early Access concept?

And do you think our pricing approach is reasonable?

What is for you a good definition of Early Access?

Thanks for joining us again for another DevBlog! See you out there runners!

Source

Steam News / 9 September 2024

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