Greetings, heroes of Songs of Silence! โ๏ธ
We continue our [i]Road to Launch[/i] series... (finally! ๐ฅณ)
This week, we give you an insight on [i]TWO[/i] key parts of โจSongs of Silenceโจ!
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[*]โ๏ธ [b]The Campaign[/b]
[*]โ๏ธ [b]The Difficulty Settings[/b]
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Early Access and player feedback (you!) enabled us to improve and even [b]rehaul certain chapters[/b]! ๐ ๏ธ
This also fueled development for the rest of the campaign.
As for [b]Difficulty Settings[/b], both provided us with precious [b]balancing inputs[/b]! ๐ก
[h2]โ๏ธ The Campaign โ๏ธ[/h2]
[h3]๐ [i][b]Chapter 2[/b][/i][/h3]
When we released into Early Access, chapter 2 was [i]strongly[/i] criticized. ๐ค
It suffered from several issues, which led us to the following changes:
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[*] We shortened and [b]rehauled the first section[/b] for a faster, simpler navigation ๐บ๏ธ
[*] We improved the [b]movement meter[/b] to indicate when a player may hide or not ๐
[*] We reworked the [b]forests and armies[/b] placed in the [b]middle section[/b] to be more intuitive ๐ฒ
[*] We fine-tuned the [b]AI[/b] to be less punitive ๐ฉน
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Here's some before and after pictures below! ๐๐๐
[img]{STEAM_CLAN_IMAGE}/43578526/656579412071e6ca4ad50384166e0297ab0e35de.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/43578526/73ece77ee487a82cd08998b16fcee938eb8b305d.jpg[/img]
[h3]โฐ๏ธ [i][b]Terrain & Decorations[/b][/i][/h3]
Between Early Access and 1.0 release, every campaign map (as well as skirmish) underwent a beautification pass. ๐
In practice, this meant adding...
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[*] 3D decorations ๐ฟ
[*] Improved terrain textures โฐ๏ธ
[*] Unique shaders and VFX ๐ช๏ธ
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Before and after pictures below! ๐๐๐
[img]{STEAM_CLAN_IMAGE}/43578526/b3c29e95da31b62acce8c00d83f4394b320b9a6c.jpg[/img]
[h3]๐ [i][b]Secrets...[/b][/i][/h3]
A video game isn't really one without some secrets... ๐คซ
We [i]sparkled[/i] them throughout the campaign to incentivise [b]exploration[/b].
We don't want to spoil you, so here's a [i]hint[/i] of what to look out for... ๐
[img]{STEAM_CLAN_IMAGE}/43578526/53af2419431a990d0cb3f228c49c4ca3ece05630.png[/img]
[img]{STEAM_CLAN_IMAGE}/43578526/a8f75e4f9038db2b4180d37f0f778613d3e0711c.png[/img]
[h2]โ๏ธ Difficulty Settings โ๏ธ[/h2]
Its main objective: cater to multiple strategy playstyles - from [i]hardcore[/i] to [i]casual[/i].
Below is an overview - straight out of our Game Design documents - how [i]Difficulty Settings[/i] work.
[i][b]Armies[/b][/i]
Adjusting difficulties revolves around [b]neutral [/b]and[b] AI army compositions[/b]. ๐น
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[*] Adjust Hero levels / maximum army sizes
[*] Adjust army compositions for existing armies (neutral & AI)
[*] Adjust AI hero revive pools (max respawn with weaker / stronger armies)
[*] Adjust AI hero respawn timers
[*] Add additional neutral or AI armies to maps
[*] Add cards to AI Hero pools
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[i][b]Locations[/b][/i]
[list]
[*] Adjust location balancing
[*] Adjust location starting state per difficulty (Prosperity level or ruined)
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[i][b]Objectives[/b][/i]
[list]
[*] Adjust objectives dynamically between difficulty levels
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In a Campaign chapter, it would show like this! ๐๐๐
[img]{STEAM_CLAN_IMAGE}/43578526/d7af289d0d0cecf86c24d6171da4af13c59f84a5.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/43578526/a8f75e4f9038db2b4180d37f0f778613d3e0711c.png[/img]
And that's all for today folks! ๐ซก
As usual - have fun, and do leave us a review if you like the game! โจ
โ๏ธ See you on the battlefield! โ๏ธ
Cheers,
The Chimera Team