Game
(WIP) Things That Lurk in the Dark
2 years ago

Hey guys! This post will cover a few topics for everyone, including information on phase 2.


DISCORD - We have a discord now! We just covered this in our main post but here is a link:
https://discord.gg/ECcZqvC

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INSTAGRAM - You'll never guess... we have an instagram! Feel free to follow us there for some more posts:

https://www.instagram.com/biotaleinteractive/

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WEBSITE - Oh my god no way; there's a website now! We post on the website often, have a custom roadmap for the game, forums and more. Feel free to check it out make an account!

https://sales01735.wixsite.com/biotaleinteractive

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Okay time for the meat of the post, which is Phase 2! We've been doing some planning during the last week preparing for the start of this next development cycle. We've had a little time off and now we're getting ready to start back again with it. So here's what we have!

SEWER MAP - We're reworking the sewer map from the ground up. The previous map was pretty good, however it didn't make much logical sense in any way besides the fact that it's an intro map.

We decided to start with making blueprints of the layout to use as guidelines for the development of the map. These blueprints aren't completed, but will get done over time as the map is developed so we're not waiting 2 weeks for them to get completed.

The map will serve as a proper level in the game. At this moment we won't state what is in the map or what could occur, but it will help guide the players in some of the mechanics of the game.

INVENTORY - There will be a limited inventory for the players. Key items will have their own slots so they don't waste precious space, however there will be small items and large items, each only allowing x amount of items. The limit is currently unknown, and may be subject to change over time.

OBJECT INTERACTION - This one is pretty light. It will mostly be getting the backbone system started for opening/closing objects, picking up items, removing objects like grates, and barricading stuff like doors. Whether some of this is to be fully implemented is to be determined based on the difficulty of the game.

SIDE NOTE - We do want to explain that we're aiming to make this game difficult for the players. If you don't enjoy harder game experiences, this game may not be for you, however we aren't sure how difficult this game will be compared to bigger titles. So stay tuned for more posts on were the difficulty sits.

That's all the information we have today. We hope you all enjoys these notes and are excited for the mid-phase post when that arrives. We have no guess on when that post may come, so make sure you follow the page and stay tuned!



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