The messages are stored on the server and are automatically updated. As I’ve already mentioned, they can be built by keepers and anyone passing by can write anything on them. All the data will be anonymous, of course, and there will be a description of what exactly is being sent, and you’ll be able to turn it off. This will give me good data on whether we can remove the single map mode from the game (I won’t remove it if a lot of people keep playing it). I’ll get info about what game modes are being played and how long individual playthroughs are. I’ve finished the mechanism of uploading game statistics. At this point, we could think about uploading retired adventurers to spawn them as enemies in keeper games.Īnother thing that I want to add in later updates is getting companions by hiring and other ways. Ideally, there would be various strategies to progress your adventurer, and the characters would be very differentiated by the end of the game. There still isn’t nearly as much progression in the game as I’d like of course. I’m also planning to add some generic dungeons specifically to the adventure mode to turn it into more of an rpg experience. The allied settlements like the castle and dwarf cave have shops where you can buy equipment. The big benefit of this mode, compared to the single map adventure, is that you can build up your character in various locations before you engage with your main enemies. The influence zone works identically, but you start the game on one of the existing locations (it can be both hostile or allied). The retired keepers are still hostile, of course. It’s not much different from the keeper campaign, except that you don’t build a base, and some enemies are turned into allies and vice-versa. The basic parts of adventurer campaign are done.
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