The Chronicles of Asku Alpha Update 5 and Beyond:
What to Expect
First off, I want to establish a few facts about the game:
• Level 50 will be the level cap
• The current state of the game (U4) has HALF of the tomb floors in the game (these are the tomb floors for King Drake's tomb, and does not include any "end game" dungeons)
• These 15 floors that are currently in game only provide 20 out of 50 levels worth of experience, and the next 15 floors need to net the player 30 more levels
• I do not want to make each tomb floor progressively longer than the last one in the sense of what it would look like on a map, however, increasing the mobs per floor is always an option
So where am I going to go with this?
• Floors 16-20 will take the players from level 20-30 (that's approximately 2 levels per floor, and having the boss give xp accordingly)
• Floors 21-25 will bring you to level 40
• Floors 26-30 will bring you to level 50
All of this means that each new update will raise the cap by more than past updates, adding more coding/numbers adjusting/balancing time to the development for each update. It will also mean the creation of 2 sets of gear for the store per update as opposed to 0-1 sets of gear put in the store in past updates. All of this will add to the development time spent on each update, but will not affect the overall development time on the project (since it would have to be done anyway).
Now, as to the future...
• 15 more tomb floors to go, 30 more levels to gain
• Each boss will have 5 items of loot to drop. During the leveling game, the chance for a certain piece of loot to drop from a boss is 1/5, or 20%, guaranteeing a new drop first run but may make it take awhile to get your last drop since the odds are, you have a 4/5 chance of having something drop that you already have. During endgame, I'm considering decreasing the drop chance of each item to 1/10, or 10%, and each boss will still only have 5 items to drop. This will increase the grind needed to get the gear from a boss (and that gear will be needed to survive the next boss fight, without it, you'll be dead before you can blink). Now, I know that gear grinds are an artificial way to keep players playing the game longer, but I think if it is done right, it can still be fun... and yes, it will make the game last longer. If the drop rate is too low for end game, I will adjust this in patches
• For the release version of the game (I will be coming back to the game every so often to add updates with new dungeons to grind through), I'm hopping between a 10 floor dungeon and a 20 floor dungeon. If I go with the 10 floor dungeon, every other floor will be a boss floor. If I go with the 20 floor dungeon, it will be like the leveling game, every 5 floors = boss floor.
• The beta phase for the game will began when the leveling game is content complete. The endgame dungeon will be added to the game over the course of the beta phase's lifetime. The beta phase will also include polishing certain pieces of the game that need polish, fixing bugs, and making some changes. I have a list of stuff that needs to be worked on during the beta phase, but not all of it will make it due to the interest of time and how long it would take to code.
• Once I'm fairly happy that I have a complete and fun game, the game will exit the beta phase and go into its released (finished) version
• I'm thinking that the first content update after "release" I will add a new 5 floor dungeon. Each floor will have a boss and a few trash mobs leading up to the boss. I'm thinking this may come between 1 month and 2 months after release
• Just because I'm adding content after "release" doesn't mean the release version isn't the finished version. The content updates after release will just be for fun on my part and whenever I have the time or feel like it
• Expect the finished version of the game sometime next month (I'm aiming for before the 20th).
Edited by valondon, 17 July 2012 - 01:33 PM.