Saturday, February 24, 2007

Alpha 1.1

Well, so far Alpha 1 seems to be going well. We've managed to go through 2 seperate iterations of our mystical connection between the hardcore game and the casual games.

In the first, bonuses from the situational casual game (the block dropping and breaking game) were permanent, and linked directly to the number of blocks that a casual player broke. This lead to insane bonuses; at points, some characters had statistics in the 200 range, when normally stats were capped at 18. It didn't help that, at this point, the damage model was also broken, allowing avatars to deal far more damage than they were supposed to.

In the second, bonuses from the situational game were limited to the next turn after a player had gone; on top of this, the damage model was "fixed", actually being an implementation of what was in the design doc (instead of the model in use for v1, which was due to a bug). While this seemed to "work" better, and have longer lasting games, much of the fun seemed to be removed; in many ways, fun seemed to be generated by the simply ridiculous levels that the stats were going in the first match. It should also be noted that during this second set of matches, there was only 1 casual player playing, while in the first match, approximately 4 of them were playing.

We seem to definitely be making progress on our connection, but we're not there yet. I'm out for the night.
- B

0 comments: