Full notes
Full Arcade Warlord update
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Repeated intro
Greetings everyone! I am back with another bi-weekly update! I strive to get these out. Hopefully many of you find these interesting. I would love to get your feedback at anytime!
What changed
- Gameplay
- UI and audio
- Maps
- Performance
As always, these 2 weeks were more than busy.
First, we got a new short (14 seconds) trailer: Click here to view YT Short
Second, as promised, here is a sneak peek of the New Game Development interface:
Steam post imageDeveloping a game is a 3 stage procedure. You need to pick the Game Identity at Phase 1, the Creative Direction at Phase 2 and the Business & Execution at Phase 3. It is a very interesting concept, completely original. I know no games that do what we do here. Game resulting Quality is based on many dynamic elements:
Business Intelligence income (variable, mainly acquired by Map, by Diplomacy later on)
Lead Designer (How good your agent is)
Department Quality (Team Cohesion, Technology used)
Your strategy (Do you have time? Budget? Do you want a Great game or a Quarter Muncher?)
If these do not sound enough, I got more. Agent Card is now finalized. I only miss Performance Tab BUT I am not even sure I add this in the demo release:
Skills are a visual representation of how the game essentially translates your agent attributes for the various checks, as they work. The game CONSTANTLY checks against your agents skills and attributes. While there are some isolated attribute checks, these are rare. I am using mainly the skils. Skills profficiency can be improved with training and experience. If you put an agent doing the same thing over and over again, eventually, he will improve.
Beware though, every role has its own Age and Progression curves that affect experience based training:
Steam post imageHauler Role Age & Progression Curves Improving a skill with training is also affected by the above curves. Training can be ordered by the HR Dpt and it costs both time and money.
Another part that has been added is Basic Diplomacy. You can see below the attempt to Declare war to another Business:
Steam post imageDeclaring war is required if you want to physically assault their floor space and more.
The most important work though has been oriented towards Game stability with a lot of bug fixes and own playtesting. I have now cleared ALL the lists that I gathered from the first batch of playtests. I still have my own list of improvements but this can wait. The path for the next two weeks is clear: -Finalize the playtest with the Scenario. The engine is almost ready. Only a few elements remain. The scenario is already complete (5 chapters).
-Once this is done and ready, the second closed playtest will follow up. You can still find me at Discord and pm me to declare interest.
-Once the second playtest is over, I will fix all issues found and then open the playtest for everyone.
-Once playtests are over, I will focus on the Demo preparation. Here is my release planning (subject to change):
The demo will include Game Development Pillar (which will not be available in the playtest).
The demo will come with around 12 chapter scenario (a sequel to the playtest scenario) plus the 5 chapter scenario of the playtest.
Early Access will include the Stock Exchange Pillar.
Early access will come with a full campaign, plus the 2 scenarios from demo who are the prelude of the campaign.
The full game will feature co-op and multiplaye r gameplay plus all user-requested modules.
The full game will come with a new campaign (follow up of the ea campaign) and more scenarios.
That's all for now! See you in 2 weeks, hopefully with a released Playtest! If you liked this, give me a thumbs up or comment! At this point, I need all the support I can get to keep going strong!
Source
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