Dungeons in Anuchard slowly shift according to the characteristics of the soul of the host, so we put a lot of effort into decorating dungeons based on the personality of the character. Words that keep popping up when we design the dungeon are personalized, gimmick, and floating. We decided to make smaller dungeons, with puzzles, collectibles, and unique gimmicks. Finding the right balance between those elements has proven very difficult. Making an adventure/RPG style game has been really challenging, not only do we need to make the gameplay good enough, we also need to make sure that the narrative also drives the player to keep playing. In this devlog, I’m going to share about the dungeons in the game. We’re entering the final push of the development, it’s been really tough for the past few months but we’ll make sure to deliver the best experience. I’m Rico, back again delivering some development updates for Anuchard! Don't forget to wishlist Anuchard here on Steam, follow us on Twitter and join our Discord ! We look forward to sharing it with you when we finally launch. It’s been a great joy making this game, and we’re super excited that the development is almost complete. we put emphasis in enemy attack patterns.Īnuchard's most basic enemies, the slime type enemy, only attacks the player in four directions, giving you a lot of options to defeat this enemy, other enemies, for example the wild type, actively pursue the player, serving as constant threat.Įvery enemy might be easy if you defeat it in 1vs1, but the challenge really escalates when we combine different enemies in one encounter, combine this with Armor mechanics, light attack, and heavy attack mechanic, and the combat becomes intuitive and engaging for all players! Instead of using different stats, health points, etc. I’m going to share a bit about how we design enemies in this game, Anuchard gameplay mostly follows one of our core principles that is behavior driven enemy design. Last 10% of the development seems like forever for us, but we’re still working hard to make the game stable and polished. I’m Rico Lemba, back again delivering some development updates of Anuchard.
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