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The type of gameplay we're structuring the game around is "preparation gameplay". Figuring out what resources to use, how to most optimally utilize them, how to reduce travel time and increase survivability, and decisions like that.
Next up, CLicHe story/gameplay integration. This is the big update we're still working on, and will touch every skill in game, giving players more reasons to play and more (smaller) goals to reach!
Rework-wise, we've made some progress on some things, but definitely not enough. Combat is in a better place than before (and there's more changes coming), the quests have been improved (although we still have a few bugs in our QA process), and butchery, cooking, and botany have received some improvements. The two magic skills and ranged are running a bit further behind.
Right now, our team is working hard on getting the game to a point where we can start marketing with confidence that players will stick around. This work is divided up into two major parts -- attracting new players and retaining existing players.
This section includes quite a lot of work, but our goal is to make the tutorial much shorter and feel like we're trapping the player less. There's quite a list of goals we're going through, but we'll be making an extensive change to allow tutorial players to mingle with regular players, as well as making the overall tutorial shorter, and making a lot of the mechanics that new players want to learn compelling, but optional.
Secondly, the base gameplay of clicking trees or rocks, while relaxing, is not quite up to par when you compare it to combat or the crafting systems. We have some ideas to fix it, and we want to make the system deeper while not actually losing the simplicity that players love. We're planning to do this by separating the act of "gathering" from the reward of "receiving an item".
Finally, we're working on a few more large-scale changes that will enable more interesting content to be built. The biggest, but furthest-away mechanic is item upgrading. We want players to be able to take their favorite hatchet and customize it in a way that matters to *them*. One player might want better xp rates, another might want to make sure trees don't fall down as often, and a third might want to have a chance to get more logs at once. Each of those should be doable, and we need engine work to implement it in a way that we don't have to create dozens of different variations of the same item!
While we love the cartoony style of the images in our concept art, there is still quite a lot that can be improved in game itself. The performance update for the characters worked well, and the next part is some more performance tweaks, a more cartoony appearance for the game, and a bunch of particle effects to really make your achievements worthwhile!
The combination of a few small things are currently under development to greatly improve how the game looks and to bring it closer to our vision. The thicker outlines give it a more cartoony feel, while the new water effects and textured ground make the game feel a bit more cohesive.
While we have gotten a lot of things done since the start of 2023, this is only the beginning! Many systems are still in need of a rework, and that’s not even mentioning all of the other changes, improvements, and content that we’d like to add to Genfanad!
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