Multiplayer Dev Diary #2 - Battleships
Hello raiders!
Before we dive into this new dev diary, we want to express our gratitude for your unwavering support. It is your enthusiasm that fuels our passion and drives us to put our best efforts into this project.
Today, we’re going to discuss the ships, with the caveat that we’re sharing work-in-progress material, so you might see and read things that could change in the final product. To begin, we’re focused on the design of the ships. While we aim to stay true to our core setting, we also want to ensure the gameplay is incredibly fun. We envision fast-paced battles where players engage in all-out combat, supported by ship designs that are both dynamic and true to the distinctive features of our IP.
To achieve this, we’re exploring various design solutions. Our ships will have different roles within the gameplay, such as faster ships, attack-focused ships, and resilient ships. We’re experimenting with a range of balances, seeking satisfying gameplay solutions, and creating distinct differences between basic ship sets. We want each ship type to feel unique, and we’re putting in a lot of effort to make that a reality.
We’re also dedicating significant attention to maximizing the movement experience, aiming to make it satisfying regardless of which ship you choose for battle. This involves testing different solutions for ship speed, basic movement, and boosting capabilities.
Moreover, we’re implementing different solutions for the animations and VFX of ship components, such as engines and projectiles. In our space combat games, ships feel almost “alive,” and we want this sensation to be reflected in the feedback you get while flying, accelerating, or firing at enemies. We strive to achieve high levels of detail without compromising the playability of each ship model, which is a crucial criterion for deciding whether to retain or discard a design.
We are also working on the spatialization of sound feedback. As we mentioned in the last dev diary, our design includes not only planetary flight but also diverse environments, both above and below the surface. We’re working to find solutions that balance gameplay needs with the environments we’re creating.
That’s all for today. We hope you’ll continue to follow our progress, and we’ll see you in the next dev diary.
Farewell, raiders!