Hello.
Normally this is about the time we'd be announcing our next work stream.
During the last few weeks since the previous patch, we've been working on some highly technical stuff, and we're not convinced it would make for a very interesting stream. So this month, we made the difficult decision to skip the stream in favor of a more traditional progress update, complete with some yet-to-be-released predator pixel sprite gifs to show off our work on Salt Mines 2.0.
Don't worry, we're still doing a post-patch #13 stream with our QA team the Monday after the next patch goes live. More details on that next week.
So... here's an update on the two features we've been focusing on most in addition to Story Mode:
Overhauled AI
This is incredibly important, since it's the backbone of our single-player/co-op content. We're well aware that even on the easiest difficulty settings, the current AI is still giving people a hard time. That's why we're tuning it up. Soon the rebuilt herdmind will be ready to test your might, or be your sandbag (your choice, it's a robot, it exists to serve).
Also part of the new AI update is the option to choose your preferred level of AI intensity before you begin Arcade Mode. You won't have to set it in the options menu beforehand anymore!
Salt Mines 2.0
The current salt mines is a solid proof-of-concept, but it certainly needs more. On the road to 1.0, we'll be fleshing it out with goal of increasing replay value. That update will include:
There will be unique sprites for all four predators and all six shadow versions of the champions. Now you know what you'll be up against when you see something charging towards you. Here's a preview!!!
I hope you're ready, cuz predators will gain the ability to teleport around the map. NOWHERE IS SAFE.
Early Access Patch #13 will be released within two weeks (approximately April 11th), and will contain bugfixes, more Velvet FX updates, the new AI system, and the return of Arizona's pixel lobby! We needed to close it down for awhile to upgrade it to the new tileset. Not much will be different about the layout, but now it will match the assets we're using for Story Mode.
Salt Mines 2.0 will be released later, in Early Access Patch #14, which will be sometime in the first half of May.
That's all I have for tonight. There's still some ultra-awesome news coming down the pipe which we will be allowed to share soon. Stay tuned, my friends.
Aaron Stavely
Production Manager, Mane6
Normally this is about the time we'd be announcing our next work stream.
During the last few weeks since the previous patch, we've been working on some highly technical stuff, and we're not convinced it would make for a very interesting stream. So this month, we made the difficult decision to skip the stream in favor of a more traditional progress update, complete with some yet-to-be-released predator pixel sprite gifs to show off our work on Salt Mines 2.0.
Don't worry, we're still doing a post-patch #13 stream with our QA team the Monday after the next patch goes live. More details on that next week.
So... here's an update on the two features we've been focusing on most in addition to Story Mode:
Overhauled AI
This is incredibly important, since it's the backbone of our single-player/co-op content. We're well aware that even on the easiest difficulty settings, the current AI is still giving people a hard time. That's why we're tuning it up. Soon the rebuilt herdmind will be ready to test your might, or be your sandbag (your choice, it's a robot, it exists to serve).
Also part of the new AI update is the option to choose your preferred level of AI intensity before you begin Arcade Mode. You won't have to set it in the options menu beforehand anymore!
Salt Mines 2.0
The current salt mines is a solid proof-of-concept, but it certainly needs more. On the road to 1.0, we'll be fleshing it out with goal of increasing replay value. That update will include:
- More tightly-tuned progression so accessory rewards are unlocked at a more reasonable pace.
- Predators will spawn in the dark places of the overworld (caves, and such), not just explicitly in the salt mines. Fight against them to win introductory levels of salt for an alternative entry method into the actual mines.
- Temporary power-ups that enhance your stats and capabilities.
- Ending "boss" event that triggers at a specific time, ending your run and dishing out salt rewards based on how far you got.
- "Hat" merchant with a rotating stock with whom to spend your hard-earned salt (and only salt).
There will be unique sprites for all four predators and all six shadow versions of the champions. Now you know what you'll be up against when you see something charging towards you. Here's a preview!!!
I hope you're ready, cuz predators will gain the ability to teleport around the map. NOWHERE IS SAFE.
Early Access Patch #13 will be released within two weeks (approximately April 11th), and will contain bugfixes, more Velvet FX updates, the new AI system, and the return of Arizona's pixel lobby! We needed to close it down for awhile to upgrade it to the new tileset. Not much will be different about the layout, but now it will match the assets we're using for Story Mode.
Salt Mines 2.0 will be released later, in Early Access Patch #14, which will be sometime in the first half of May.
That's all I have for tonight. There's still some ultra-awesome news coming down the pipe which we will be allowed to share soon. Stay tuned, my friends.
Aaron Stavely
Production Manager, Mane6