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Rapportera problem med översättningen
"humans bad, destroyed earth, me good, you all bad"
Keep your personal views out of the game.
Then Im interesed again / it looks good.
We definitely wanted to improve on the visuals too, and going about giving a unique look to each of the enemies seemed most logical. Glad to see it works :)
Hi, there won't be a story, if there is it will be very, very minimal. We are instead focusing on creating a game that can be replayable many times over, rather than a story or campaign that is played once and forgotten. Sorry to disappoint!
Would be awesome if you have a story with views like last time, but have it disabled by default and you can enable it in the options menu.
I have to say I'm pretty jacked at how that game is turning out so far, long road ahead but it's moving along well. The feedback from you guys is shaping the sequel.
With a solid understanding of the above, just out of curiosity, how much lore do you intend to have? I love stories and lore in games, even ones that are more replay-based, so that's why I'm curious. Though again, I totally get your goal and makes good sense to me, either way I'm still looking forward to what you're creating.
Also, will walls be a thing in this one?
As far as walls, I actually do have a functioning wall system built into the game now but it likely will be cut. In a way, the Turrets are walls themselves. A wall of destruction. I get wanting to 'herd' the incoming enemy though into concentrated kill zones. I am thinking about doing that with traps (mines, claymores, etc). So the enemy can sense traps and try and navigate around them which should direct them the same way a wall would.
The enemy will also be a lot smarter though. Some will tactically keep their distance and would never reach a mine or wall. I'm all ears to ideas though...
Main thought for both lore/replayability might be two modes, one a story and one a sandbox. Or maybe occasionally enemies could drop "lore pieces" that are automatically picked up that can fill in a backstory for anyone who wants to read/listen to them. That way you get a little bit of that lore goodness while not having to worry about a full campaign mode. Just a random idea. I am sad to hear that there was so much negative feedback about what you had before. Sure, people want that escape, but no one forced them to play/watch the cut scenes. Hopefully the critics will be nicer this time around no matter what direction you go in.
Using traps could prove interesting. Avoiding the kill box thing makes a lot of sense as it would likely turn it into another generic base defense situation, especially if the "lore" is the same of moving from place to place to gather resources (until you inevitably succumb to the endless mechanical hordes). It did feel fresh that way, kept me much more on my toes trying to keep up with keeping turrets alive and not getting blown up. So I think it'll be fun either way.