Full notes
Full FPS Quest update
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What changed
- Performance
- Gameplay
- Balance
¡Hello everyone!
First of all, sorry for taking so long to share news about FPS Quest. The past few months have flown by, and honestly, I’ve been so focused on creating new mechanics and improving the game that I’ve neglected communication a bit. So before anything else: sorry about that.
With FPS Quest, I have a bit of a problem when it comes to showing things: a big part of the experience is in the discovery. Many of the mechanics, and even the way they are used, are meant to surprise you when you play. Because of that, it’s hard for me to show what I’ve been working on in these devlogs without spoiling part of the experience.
Still, here are some of the things I can share without giving too much away:
I’ve finished integrating the roguelite side of the game with a rather unique approach that I think many of you will really enjoy. I can’t be more specific for now… but I think it’ll be worth the wait.
I’ve also been working on adding a lot more variety. Right now, I’m creating between 4 and 6 new enemies, each with their own attack patterns and behaviors. And that’s not even counting their possible glitched or corrupted versions.
On top of that, I’ve been improving the algorithm that generates each run and each level so that things don’t feel purely random. My goal is for every run to have a certain rhythm: tense moments, calmer moments, fast sections, slower ones… so each run feels unpredictable, but still intentionally designed.
Of course, I’ve also been working a lot with tester feedback, optimizing and polishing different parts of the game to make the experience more solid and fun.
One of the mechanics I’ve been focusing on the most is a new risk/reward system. Until now, using Settings mainly allowed you to lower the graphics quality in exchange for more FPS. Now, each downgrade will also have consequences depending on what you sacrifice:
If you downgrade your weapons, their damage and critical hits become more variable.
If you downgrade the enemies, they will receive buffs to compensate.
If you downgrade the environment, the chance of finding chests decreases while the chance of traps appearing increases.
The idea is to make every decision matter and turn optimization into a deeper strategic layer.
And finally, I’ve been working on a new mechanic related to the game’s RAM. It’s connected to something important that I don’t want to reveal yet because I think it’ll be more interesting for you to discover in-game.
What I can say is that you’ll now also have to manage the memory assigned to the game’s assets. It won’t be as active as managing your FPS during a run, but it will still be important.
Below, I’m sharing a video showing what happens when RAM is not managed properly… something that, depending on your strategy, can be either a blessing or a curse.
On top of all this, I’ve also continued tweaking hundreds of small details to make the final experience as good as possible.
I’m also leaving a YouTube video where you can see this new RAM mechanic in action, and I hope to soon show more of the different locations and enemies.
Thank you all so much for your support!
Source
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