Remember the mygoditsobroken catapult we had last week? Well the refactoring went really well and I can show you the result of it. We have better control of the catapult and it’s really easier to use than before. Also, the line created when you target something tells you if you are going to hit something or not. The yellow line is the trajectory without hitting anything and when it turning red means it will collide with an object at that point.
We are currently migrating the website (castlestory.net) with a more flexible tech that will give us more control over it. Things were getting messy everytime we had to change something on it. With the upcoming release we couldn’t stay with the old system which was really limiting. Everything should be working now as it was before but if you see anything unusual please contact us at firstname.lastname@example.org.
I’m always the first one to test new builds and features. Last time I tested the survival mode I wanted to do a little experiment. This kind of game is really difficult to balance because everyone plays so differently. So I wondered, what would happen if I tried to approach the gameplay differently and ignore the games rules a little. In survival, you are supposed to gather wood and stone between waves in order to build a castle, from which you defend yourself from against waves of enemies. Normally I have a hard time getting past the sixth or seventh wave.
So I decided to ignore the building mechanic and started to work more on my combat strategy. Instead of producing more workers (which would allow me to build faster), I focused on creating more knights and archers instead. I put the archers on higher grounds and the knight right beneath them. And you know what? I survived like that for more than twenty waves. What ended that game wasn’t the Corruptrons overwhelming my units, it was the lag produced by having more and more Corruptrons with each wave. I stopped the game when I had over 100 units simultaneously attacking me on the map due to lag. It seems that with the current balance settings, between every round it seems possible to rebuild an army large enough to always defeat the next wave of bricktrons.
So what did we learn from this experiment? Well, it’s sure that we will need to re-balance elements such as the cost of different units in order to retain a challenge, and also encourage people to build castles to defend, instead of just building an army (it is called Castle Story afterall!)
Depending on how well we feel it adds to the gameplay, we could add more objectives into survival mode and elaborate the mechanics in order to promote/enforce castle building. For example the “Defend the Crystal” objective could be added, that way you wouldn’t have a choice other than building something around the crystal in order it to protect it from the Corruptrons.
Overall, we feel good progress is being made as we approach our next anticipated release, which is finally in sight! Stay tuned in the coming weeks for more info!
As we told you a couple of weeks back, some of the pledges have now been shipped. We have started packing and labeling the posters as you can see in this picture. Unfortunately we have to wait for all the other pledges to be ready too before we ship them. We will keep you updated on how that goes.
We also unpacked all our little plushies. they are all getting a little bit of fresh air on the couch until we start to pack & ship them too.
Soundtrack of the Week
This week another artist I recently discovered is Spamtron! There isn’t much to tell really, there is no website where I could gather information on the artist. The only website where it seems you can buy his music is last.fm to buy and download his albums. Enjoy!
And, as always, thanks for reading.
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