It's been about six weeks since our last release and a lot of changes have been going on recently.
A Team, Reborn
If you read my post back in April, you know that we've been working with a very small team so far this year. I'm glad to say that this is no longer the case. We have a solid handful of individuals that are actively creating content and code for this project again. This is very uplifting news, and our progress has increased significantly. The only area where we could still really use some help right now is in our artwork department, but for the time being we have enough existing art and placeholder art to get through this next release.
One of the criticisms that I heard about our project in general was that it was difficult to figure out what made it stand out from other games like it. People visiting the site for the first time weren't able to gain a good understanding of what this game was about and what makes it special. In response, the About page was overhauled to explain the game's major design goals and offer brief explanations of some of the core features that make Allacrost what it is.
With the addition of our new team members, we've been taking a hard look at the game's design and are actively seeking to add, cut, or replace features as necessary to improve the gameplay and experience. More specifically, at the moment we are focusing on making our battle system more strategic, interesting, and enjoyable than it has been in the past. The battles present in our last release were incredibly simple and much too easy. As one player commented recently, the enemies were "uninteresting meat bags", and we're certainly seeking to change that through our design work and balancing.
If you want a peek at what sorts of design changes we're currently talking about, head over to the design section of our forums. And if you have an opinion, please do share it with us! Your voice can help influence the direction this title takes in the near future.
The plan to publish our next release in September has not changed. The last release was focused on map design and scripting. This upcoming release we have our aim set on the following:
- Improved battle mechanics and balancing
- More interesting and diverse sets of skills for both characters and enemies
- Additional game content, picking up where the last release left off and finishing out the current chapter of the game
This release will be a huge step forward in bringing this project closer toward our major design goals. We hope you look forward to it, and check back with us next month to try out what we've been working on.