News Liste HELL GALAXY
Your developer team continues to work on our beloved hellish and dangerous galaxy.
In this new dev diary, we’ve decided to switch things up a bit. While previous entries have focused on explaining specific aspects of the game, this one will bring you up to date on what we’re currently working on, focusing in particular on two areas of the production: enemies and environments.
The first major aspect is balancing the enemies. We are constantly testing and retesting, tweaking and refining the parameters of our (and your!) enemies. In the first iteration, we weren’t satisfied with the level of challenge and fun the combat offered, and we wanted to eliminate certain repetitive behaviors that players might use to get through fights.
While there are strategies and tactics to defeat specific enemies, we weren’t happy with the overall challenge level. Balancing is quite complex, especially since you’ll encounter various types of enemies in the game. However, we believe it’s crucial to get this right to ensure our raiders enjoy the combat experience. After all, what is an exile in the Galaxy of Neterun without deadly confrontations?
Balancing, as you may have guessed, is tricky. We’ve split the work between raiders and alien creatures, as they require different behaviors and thus different balancing approaches. The next step is to fine-tune each class of raider and creature, adapting the combat for each enemy’s specific characteristics, attacks, and weapons.
We’re also enriching the environments you’ll be exploring. We’re adding context to regions around the stations and some of the more alien, mysterious areas with ancient Neterunian ruins. We want to enhance your sense of discovery as you play, encouraging you to explore and uncover ancient structures or abandoned raider facilities. We’re aiming to create a clear distinction between the more human (or raider) parts of the Galaxy of Neterun with its colonies and the more alien areas. As you explore, we want you to notice these differences in the environment design.
Well, that brings us to the end of another dev diary. We hope you’ll continue to follow us and look forward to seeing you in the next entry.
Farewell, raiders!
Release:TBA
Genre:
Action-Rollenspiel
Entwickler:
Italian Games Factory
Vertrieb:
Italian Games Factory
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop