Good news! The game is actually at the state where I'm working on bosses. Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges.
Full notes
Full Goblin Colony update
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What changed
0 fixes0 additions3 changes0 removals
Events
Gameplay
Maps
changedNaturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid before you can attack and then the pattern repeats.
changedPersonally I find these type of battles to be quite tedious, and as micro-managing combat isn't really the focus of this game, it felt weird to have bosses that emphasize this type of gameplay. I wanted something different for the bosses in Goblin Colony .
changedI'm trying to incorporate more of other aspects (building, strategy) of the game and not just rely on micro. At the same time the boss maps should feel unique and not just like any other map. It's a difficult task but hopefully the result will be cool.
Goblin Colony changes
changedNaturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid before you can attack and then the pattern repeats.
changedPersonally I find these type of battles to be quite tedious, and as micro-managing combat isn't really the focus of this game, it felt weird to have bosses that emphasize this type of gameplay. I wanted something different for the bosses in Goblin Colony .
changedI'm trying to incorporate more of other aspects (building, strategy) of the game and not just rely on micro. At the same time the boss maps should feel unique and not just like any other map. It's a difficult task but hopefully the result will be cool.
Good news! The game is actually at the state where I'm working on bosses.
Naturally I want the boss battles to be big and exciting events but usually in RTS, boss battles are just microing challenges. The boss unit has some AoE attacks that you need to avoid before you can attack and then the pattern repeats.
Personally I find these type of battles to be quite tedious, and as micro-managing combat isn't really the focus of this game, it felt weird to have bosses that emphasize this type of gameplay. I wanted something different for the bosses in Goblin Colony.
I'm trying to incorporate more of other aspects (building, strategy) of the game and not just rely on micro. At the same time the boss maps should feel unique and not just like any other map. It's a difficult task but hopefully the result will be cool.
Wish I could say or show more but I don't want to spoil too much. However, I can say that there will be multiple bosses in the game.