Development Update - January

January Update


On Design Philosophy

2024 has already been an interesting, if not tumultuous, year for Aetherdale's development. I began the year working on a "To-Do list" - a checklist of features which, if implemented, would put Aetherdale in a state where I could release a rough demo version and start getting feedback.
    
    It dawned on me, at some point, that the gameplay pattern I was trying to create was simply not efficient. I've been developing Aetherdale as something like an MMORPG - a wide open world with long questlines that ultimately culminate in a prestigious endgame. But a large open world is no trivial task, and in Aetherdale's case, trying to achieve it is simply a waste of time. If the game were ever to go live, I would not be able to create new content at the rate it would be consumed.

    The solution to this problem is to change the gameplay loop. Instead of one long, epic quest line, Aetherdale will focus more on repeatable content that progresses with the player, and creating fun battles for people to take on with their friends.


The New Path Forward

So what exactly does gameplay look like for Aetherdale now?

    You begin your journey in a "hub" area, a small town area with various characters you can trade with, and acquire upgrades from. When ready to adventure, depart through a portal, and you will be taken to one of many self-contained areas, and bombarded with enemies.

    The goal of each area, and the hazards you will face within, will vary. Sometimes opposing factions of enemies will fight amongst themselves, and sometimes you will face a horde of foes alone. The nature of these new levels allows greater customizability in the map design, meaning verticality is present like never before, and cover is strategically placed. There are more tactical possibilities than ever, and considerations when choosing an Idol form to use.

    Complete the objective of an area, and you will have a decision to make - fight on through another area, or return home and receive loot based on your progress. The reward ramps up every time an area is completed, but so too does the risk. To receive the most elusive items and Idols, you will have to brave the most dangerous denizens Aetherdale has to offer.



An early shot of Aetherdale's new game mode. The Wraith engages earth elementals in a (very) rough mock-up of one of the forest maps.


Other News

In other news, Aetherdale's second Idol form has been decided, and is partway through development. Shade will be joined by Overgrowth, the first Nature-element Idol. With lacerating vines, Overgrowth binds and lashes enemies. Overgrowth will be acquired by venturing deep into the forest, and facing its most ferocious denizens.





If you've read this far, thank you for your interest in this game. Bringing it to completion will not be possible without community involvement, so please let me know if you have any ideas, or feedback on the things I present here.

    Once the new area system is working smoothly, I will be doing a playtest, where you can provide feedback directly on the level design, combat, and so on. If that's of interest to you, message me on Discord so I can start getting a headcount: 





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