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December 5th – You must find balance!

What a week it’s been. I found myself tasked with examining and improving overall game balance. For a game packed with randomized elements that has undergone some pretty significant changes in the combat system, this proved a bit of a long-winded process that involved a lot of convoluted spreadsheets. These changes involved addressing the way damage from weapons and monsters scales up across the tiers, along with health scaling on enemies. It seems to be shaping up pretty nicely so far.

One of the biggest changes to hit has been the implementation of a new energy system. The team has been aware for a good while that the guns were in need of attention. The biggest problem was that players didn’t really have a lot of options beyond burning through all their energy while shooting, and then would be left waiting an obnoxiously long time before their bar refilled enough to be of any use. With balance being a key focus at this time, it seemed a good opportunity to address it.

The biggest change is how your bar regenerates energy. Rather than a slow and constant regeneration like the one you’ve likely experienced in our stable build, the regeneration will now only kick in if you haven’t used your energy for a few seconds. To compensate, the regeneration is much faster than it was before, restoring your full energy in just a few seconds. No matter how big your energy pool gets, it will take precisely the same length of time to refill, effectively giving you both more shots and even more energy per second.

This new system doesn’t come without risks however. If you use your energy without allowing it to time to refill, completely emptying it, your bar will lock during its regeneration cycle, restricting you from using energy in any way shape or form until it has completely refilled. This means you will not be able to fire your guns, nor use energy-based techs.

The general consensus among the team so far is that new system feels much better than the old one. It opens up opportunities for strategic play and encourages players to be mindful of their reserves. In the wake of this change, my next task is to rebalance energy levels across armors. That’ll be fun!

In any case, that’s it from me. Have a nice weekend folks!

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December 2nd – Here and there and everywhere!

Despite repeatedly getting sidetracked to tackle other tasks, we now have over 120 functional food items and recipes that the player can discover in their travels, and that’s just in tiers 1-4! You will typically receive one or two basic recipes upon collecting a new ingredient, and then you can earn more by spending some time preparing these items. Even the most unassuming recipe may eventually lead you to something particularly potent, so if you want the best food buffs you’re going to want to spend some time with your cooking table.

One of the more unusual concoctions I’ve particularly enjoyed playing with is a drink that imbues the player with great bounciness. When under the effects of this buff, you are completely immune to falling damage, your jump power increases by 25% and you bounce when you impact any surface. It can be a bit hard to control if you’re in a particularly rough patch of terrain, but if you can time a jump the moment you hit the ground, you can bounce higher and higher. This is especially fun when combined with the double jump tech!

Combat practical? Perhaps not. But it sure is fun!

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