Aaand we are back after the test with some updates on Starfall Tactics development, new content and features.
- First of all, we designed special missions which are more fun than simple tutorials players are usually bored to complete (although we already have and will add some fast tutorials for game basics). It’s especially helpfull in our case because of many different and deep mechanics you will normally miss and won’t understand from the first try. So, here come Challenges - a special set of missions with rewards which depends on the medal you earned for completing it.
It helps players master the game and explains many things deeper than usual, along with being a very fun experience: for example, there is a stealth mission, or a mission where you have to defend against enemies using only mines, or a mission where you have to defeat hige ships by fooling them with small maneuverable vessels and etc.
- After detailed analysis and discussion, our Team decided to go with a more traditional way for unit progression: skill tree with various passive bonuses.
Still, we found a way to make it exciting: each and every ship has its’ own talent tree with bonuses not only to simple characteristics, but to special modules, certain weapons or types of damage which logically can fit it, engines and even things like cargo. And all together it gives so much variety in building each ship, and a lot of lovely hours to our game designer who is currently busy making 180 skill trees.
- We also designed a couple of new modules: Plasma Engines (increses maximum ship speeed) and a three shield modules which allow to drain, transfer and distribute shield.
http://starfalltactics.com/sites/default/files/shieldmerger.gif
- We also added two models for pirate bases - and it’s great that Sketchfab is integrated here, so we can show it
[sketchfab]359aa4c1375745fcb892a3a7381aa713[/sketchfab] [sketchfab]01ad4d0848064d39b47a879ef69e0df3[/sketchfab]